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When a player attempts disabling a trap, the number on the dice is usually the biggest contributor to success. Having the player roll their own "Disable Device" check removes almost all of the uncertainty from the outcome of their attempt. A GM can't be ambiguous about the result, if the players know the number on the dice.
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Mark Moreland wrote: The missing audio books for the final Tor books are something that MacMillan Audio has the sole right to produce at this time. If folks want those, they need to convince Tor that they're worth producing. At some point in the future, these books may be available for someone else to produce audiobook versions of, but until then, the ball is in Tor's court. Thanks Mark, that's good to know. I've already tweeted @torbooks & @MacmillanAudio asking about it. I'm guessing that Tor/Macmillan Audio aren't required to make audio book versions of PF Tales, otherwise they'd exist already.
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GeraintElberion wrote:
FWIW. You can find the full interview on Youtube, it's Know Direction 171 and the PF Tales question is asked at around the 43m56s mark. Erik also mentioned there is no plans for a Starfinder Tales until they have resolved the Pathfinder Tales distribution issue. Also there are a couple of big projects they are trying to get through and "once we get done through those we going to take a very serious hack at trying to figure out what to do about this fiction". There was no mention about the missing Audible versions of last 3 released books. I thank Erik for his candor.
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Mark Moreland wrote:
Thanks for the update Mark. I appreciate that constant updates with nothing new to say doesn't feel like it would be helpful. However, no (or little) communication at all can be just as bad. In the absence of communication, rumours and gossip run rampant. As far as I can tell, it's been 8 months since the last book was released and there is no official announcement that there will even be a delay with the release schedule on the Paizo Blog. Note: I don't count a Staff post on a forum thread started by a non-Paizo staff member as a official announcement. Surely you don't want this thread to be the single source of truth about the future of the PF Line, do you? Maybe you could restart Web Fiction again?
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It'd be a wonderful holidays present, if we go some sort of announcement on the future of the Pathfinder Tales line. I'm up to Reaper's Eye on Audible. I just have Shy Knives and I'll be left with no more new Pathfinder Tales to listen to. *sad*
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I've been working my way through the Pathfinder Tales Audible selection and I just reached Lord of Chaos. After listening to Prince of Wolves, Master of Devils, Queen of Thorns and King of Chaos as well as the short story The Lost Pathfinder, all by Paul Boehmer, I had developed an ear for how Varian & Radovan sound and speak. So, now that I have stated Lord of Chaos with a Steve West, it doesn't feel right. This is not an indictment on Mr West's ability as a narrator, rather that I was used to Boehmer's style for those characters. And, as person, I am resistant to change. My only request is for more consistency when selecting narrators for future audiobooks for pre-established characters. i.e. Paul Boehmer for Varian & Radovan, John Pruden for Stargazer, Ray Porter for Salim Ghadafar, etc... On that last one, Ray Porter's read of Death's Heretic and Redemption Engine was fantastic. To me, he's the best person to read for future Salim Ghadafar stories. Incidentally, it seems like Audible are doing a better job picking the narrators than Macmillan Audio.
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This was essentially, my first time playing at a Pathfinder Society (I had played one scenario at GenCon Oz 2010) I found the event to be really well handled and thoroughly enjoyable and I was surprised at how many people travelled interstate (and country) to take part. I played Assault on the Kingdom of the Impossible, Mists of Mwangi, Voice in the Void, Siege of the Diamond City, The Elven Entanglement & The Hydra's Fang Incident.
My Paladin seemed to do well dispite the dice (and being outshone by a greataxe wielding half-orc wizard). I'm happy to say no-one died under my care. I have a shopping list of items that I need to get for next time. On the top of that list is potion of Touch of Sea and Air Crystals. I'm not an anchor. The Siege was incredibly intense. Between the challenges proving to be quite the hindrance and seeing the sections on the board go from yellow to orange to red, it made me feel really under the gun. It was quite fun. All in all, I look forward to doing this again next year, but I hope I have time to play more PFS before then.
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I really don't like the idea of writing on cards, I have poor penmanship and tend to make mistake. So for the cards that had really big mistakes, I used a label maker to stick over the text I wanted to change. For example, in the case of the Detect Magic card, I printed out a 4 using the smallest text and then cut out just that number and stuck it over the 14. The labels are really thin and doesn't appear to affect shuffling. It's just a little tricky cutting out a small letter on a label. Tweezers would have probably helped. This is probably the next best thing to replacement cards. Down the line it would be nice to purchase a reprint of corrected cards. But I know that may not be cost effective. I'd prefer you spent the money on improving the quality on future releases.
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No, I don't think Barriers are meant to be that punishing. Two sets of damage is overkill. In your example, the maximum damage would be if you had rolled a 1. That's maximum of 15 damage. That almost twice as much as the biggest hand is Ezren's 8 (via Power Feats). So anything above an 8 is a waste of damage. 2d4 as it is is pretty hurtful as it is. Valeros is almost guaranteed to lose half his hand. Barriers are banes that make you waste your time and resources. Although they can sometimes reward you with boons.
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So what happens if I don't have any card in my hand that had the Melee trait? Say Valeros has one card left in his hand, a Blessing of the Gods, uses it to explore and turns over a Bandit that requires an 8 combat check to defeat. He now has nothing in his hand, which die does he roll for his combat check? Does he roll a d4 because he has no cards to gain the Melee trait?
I think I may be doing it wrong.
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I have wondered about that too. At a guess, I would say that if you didn't have enough item cards to build your deck, you could pull Basic items from the box, just like you would when you first build your deck.
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I haven't seen any threads like this here, but I think it's cool hearing about some of the games other had played. So I'll start this here ------------ I played a solo game of Brigadoom! last night using Seelah. The game ended on a knifes edge. I started at the Waterfront and wasn't really rolling well. Faced the Bandit and lost. But after encountering the Shadow twice I decided to move to the Woods and would leave that for later. And hope to get an item with the Magic trait. I encountered the other Bandit at the Woods, defeated him, but I failed to closed the location and had to totally explore it to close it. Then I returned to the Waterfront, knowing that the Villain was at the Farmhouse. So, I faced the Bandit again, and beat him using Seelahs power to add an extra d6 by discarding the top card. And then I beat him again to close the location. By the time I got to the farmhouse, I had in my hand 2 Blessings of the Gods, a Longsword and Chainmail. My deck was empty, so any more damage would mean game over when I had to reset my hand. After a few turns of encountering boons and failing to get them, I turned over the Siren. I ended up failing the fortitude check by one, but I did defeat it. I thought it was over, but I realised that I could continue with the two blessings if I discarded my chainmail. But it meant I HAD to face the Villian before the turn ended. On my final exploration I turned over an Ambush. I realised that if I made the check I could pull out the Villain and face him. I didn't, however I did have the face the next monster in the deck (I assumed I just turned over cards until I hit a Monster). The Villan appeared. I discarded the Longsword to get the extra d8 & d6 (I wanted to be sure) and ended up rolling enough to defeat him. It was one of the the closest game I've had.
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I just unpacked my case last night. Two boosters were missing a miniature. The plastic looks crumpled, so I assume they fell out during packaging. That said, I was still able to get a full set. :)
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Free PDF copies.
Minor delays are nothing compared to the benefits we reap from subscribing. Not to mention the 10$ off shipping for orders over $100. That's nice too. Although I do wish it was per $100 not just for the first $100.
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I was just going through my collection and notice that the cover for Quests & Campaigns is not as glossy as my other books. Is this the same for everyone, or is mine a print error?
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Deanoth wrote: There is a noticeable difference in size still though if you put them side by side. The Large Red, if Wings were spread would make the medium white look fairly small. True, but the Medium white has a much large body. The neck is longer and bulkier. That said, it is a YOUNG Red Dragon, but I assumed that as a dragon ages it grows in size. So a young dragon is large. Also the Large White Dragon is pretty much twice the size of the Large Red Dragon
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I noticed that the Medium White Dragon is about the same size, if not larger, than the Large Red Dragon. Is the white supposed to be that large, or was the red smaller than intended?
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I can see a lot of ideas about helping players create characters from certain locations, but I like to see more books that are in the vein of the Dragonslayer's Handbook or the Dungeoneer's Handbook. Rather than a book about what you can play, rather how you can play in an environment. Citizen's Handbook- People who are familiar with the fantasy setting, may find it difficult imagining a world where magic and deities are real. Personally, I find my group falls back on visualizing a feudal England type setting with magic and gods tacked on as an afterthought. So I'm talking about a book that gives players an idea of what a living, breathing settlement in Golarion looks like. What you can usually expect to find there? How does an Osirion town differ from a Varisan or Tian Xia one? What does a Magic Shop actually look like? What are the usual laws? Competitors's Handbook- A book about the types of games that are played in the various nations of Golarion. Rules to play some of these games. Perhaps rules about how to cheat; or to catch one? Actually, this probably be more a Campaign Setting book.
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Well, my Dust of Reification had comment from the judges about the item pricing issues and not being aware of the new rules in the APG (still a little confused on that one). And then there was the comment about the grammatical mistakes and poor writing.
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This is a mundane subject, but I'd like to see more information about containers. Bags, pouches, backpacks, quivers, scabbards, holsters, chests, coffers, etcetera. How much can they hold? How are they carried? What action is required to draw an item from them? How many bags you can a person carry? How many belt-pouches can you you clip onto a single belt? Can you wear a backpack, quiver and a sheathed weapon on your back at the same time? With a cloak? I'd also like to see a revision of how space is conceptualized within these containers. Rather than in terms of cubic feet or pounds, I'd like to see it expressed in terms of item sizes. For example, A belt-pouch can hold 4 tiny items or 1 small.
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Neil Spicer wrote:
Woah. Thanks guys. The insight is appreciated. I'm glad some of you liked the item. Had I remembered the spell ghostbane dirge, I would have submitted a different item. My item was essentially a SIAC with the serial numbers filed off. This just makes me want to work more harder on next years entry. New year, new item. I'm at least glad I introduced a word to one of you. ;) My item, warts and all: Dust of Reification
Aura moderate conjuration; CL 9th Slot -; Price 4500 gp; Weight - Description This blue shimmering dust, smelling faintly of lavender, is usually stored in thin walled vials. When it comes contact with a incorporeal creature it has the power to coalesce it into a near solid state. The vial, when thrown using a ranged touch attack, breaks upon successful contact showering the target in a fine layer of blue dust. As the dust is a corporeal spell-like effect it must succeed a 50% miss chance before affecting an incorporeal creature. Once affected the creature is no longer granted the normal 50% damage reduction from corporeal magic weapons and spells that comes from the incorporeal trait for 2d4 rounds. All other abilities granted by the incorporeal trait remain unaffected. Should an affected incorporeal creature pass through a solid surface like a wall, the dust will be removed from the creature leaving a thin blue residue on that surface. Corporeal creatures are not affected by the dust. Construction Requirements Craft Wondrous Item, plane shift; Cost 2250 gp
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It was my first time to enter this race. Any feedback would be greatly appreciated. Dust of Reification
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I have a similar problem. My order was split into two packages, the first arrived almost two weeks ago. The second I just got a few minutes ago. Turns out the second package was sent to Canada instead of Australia. With about 4 delivery labels on it. FWIW... I can make out the address on the original label (through the Priority Mail one) and I can see the Australia on it. So someone at Priority Mail screwed up the label. I have another order with the same issue.. got the first package a week ago.. still waiting for the second. I'm assuming that it's the same deal.
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General Chaos wrote: The way you've presented this, you've increasing the average by 1. That's precisely what I want the feat to do.
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Epic Meepo wrote: Wait. The item's creator needs the feat, or the item's creator and the item's activator both need the feat. Because if it's only the item's creator, why would anyone ever buy a cure spell item that wasn't created with this feat? You're right. In light of that and for the sake of simplicity, I would rule that potions, scrolls & wands do not benefit from the feat at all.
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Epic Meepo wrote:
I have thought about that circumstance (along with potions & scrolls). I think the creator of the item would need the feat for it to apply.
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I have an idea for a feat that changes the dice roll in Cure spells (Cure Light Wounds or Cure Moderate Wounds). I con't find any existing feats that handled healing the same way. The feat would go as follows: Feat: Reliable Healing
Prerequisite: Can cast Cure spells, Heal 1 Rank. Benefit: You substitute each d8 dice roll in a Cure spell with 1d6+2. The idea behind this feat is to increase the average healing without changing the potency of the spell. So is there any opinions to this? I was think that you could create another feat that changes to dice roll to 1d4+4. Comments?
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Cosmo wrote: There was an issue with the page overnight. We've found the problem and fixed it, and the display should start showing up properly over the next day or so. Thanks. That's done the trick.
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I have noticed that the My Subscriptions page has stopped showing my future orders when I have shipments set for "Hold Monthly Shipment". However when I change this to "Hold subscription items to ship with my Pathfinder Adventure Path subscription", I can see one order for Early July, and two for Late July (one order split into two shipments). Changing it back to "Hold Monthly Shipment" I should expect seeing at order for Mid-July with everything that was in the Early July release and one for August with the stuff from late-July. I do not see an future orders for "Hold Monthly Shipments".
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I'm currently writing a custom campaign and one of my players has expressed the desire to use the Heirloom Weapon trait. This gave me the idea of having the Heirloom Weapon be incomplete in some way or perhaps it was broken into pieces and only a piece of the original exists in the original weapon. Perhaps the player needs to go on a series of quests to collect the rest of the weapon. And with each new piece adds the weapon gains a new property.
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I keep thinking of Shelley Long at the end of the 80's movie Outrageous Fortune. She used her dancing skill to leap across a large gap on a mountain. Which is like using Perform (Dance) to do an Acrobatics check. I may have the wrong impression, but I imagine that the idea behind Versatile Performance is that the Bard that learns how to dance also learns acrobatics. Just like Daniel-san learns the skills to block a punch when he cleans Mr Miyagi’s cars. Mind you, I have a hard time finding examples of what a keyboard instrument player learns that will allow him to intimidate. Maybe if they can wield the instrument with one hand...
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I believe Combat Expertise actually grants a dodge bonus to AC. So the +5 Combat Expertise wouldn't stack with the +1 Dodge bonus. So it'd only be 78.
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DeathQuaker wrote:
I like the idea of making a save vs fear every round and the shaken condition after saving (I would make it last until the source is dead). However I would also factor a modifier to the save roll depending on distance from source. Something like -10 if within 30 feet that increases by +1 every 30 feet they move away from the source. Fear is not fun for the players, especially if it happens at the start of combat.
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MillerHero wrote: The thing to remember is that even though the potion brewer needs to be at least caster level 3rd in order to have the brew potion feat, the brewer can (and should for price reasons) lower their caster level when creating the potion. I think that's precisely why it has been iterpreted that way. Thank you all for the confirmation.
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My group has been having a bit disagreement over the rules for brewing potions. When I say "my group" it's pretty much me vs. everyone else. I'm fairly certain I'm reading the rules correctly. But I'd like to check my logic, so please correct me if I'm wrong. My GM considers Cure Light Wound Potion bought from a store costs 50gp and will heal 1d8+3 points of damage. My take is; that a Cure Light Wounds Potion that costs 50gp is the same as a CLW spell that is cast at Caster Level 1. Which will only heal 1d8+1 points of damage. A Caster Level 3 Cure Light Wounds Potion costs 150gp and will heal 1d8+3 points of damage. Am I missing something? Note: This all started because I took Brew Potions for my Cleric. When I went to create a CLW potion, I used the formula 25gp x Spell Level x Caster Level. Not realising I could brew potions at lower caster level I quoted 75gp for a Caster Level 3 Cure Light potion. Which, given the preconception those potions actually cost 50gp from a shop, caused much confusion in my group. FWIW Yes, I should just shut up and take advantage of what I percieve as a good situation... but I'm a Rules Lawyer.
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My group just defeated Mokmurian on Friday. After reading through Sins of the Saviour it says that a couple of days after their Defeat Father Zantus sends a message using the spell Sending (I believe the town had to scrape together the funds to buy the spell) to tell the party of the sinkhole that has opened and of the strange noises that come from it at night. |