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Please cancel my Pathfinder Adventure Path Subscription with #144. If you cannot remove #145 from my pending order I understand. If that is the case, please cancel my subscription after #145

Thank you,

Rynthief

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Hiya Paizo!

I just renewed by AP subscription after a hiatus of a few years. Is there any way to change my first volume to 121 instead of 122?

-Rynthief

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I'm adding a lot of elements from Occult Adventures, and moving the timeline ten years forward. The Serpentfolk are a subtle race, with natural disguise and mind controlling magic. They are a perfect Occult badguy. In my game, they have slinked their way into all the factions and are actively working to set the factions against each other. It is up to the PC's to uncover this corruption. This drastically changes Race to Ruin and City of Seven Spears. The former becomes far more political than a string of random encounters. The latter becomes far more sinister, the Serpentfolk have had ten years to infiltrate and control the ruins. I've gone so far as to replace the Muse with a mind controlled mwangi caster and the BBEG from Vaults of Madness with a Serpentfolk Mesmerist (animated Robin Hood, anyone?) who controls the whole city indirectly.

-Ryn

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Best I could come up with is the rules for a forced march. Fort save (DC 10+2 for every successful save) every hour or 1d6 no lethal damage, if you take damage you are fatigued. If you cure the damage, the fatigue is cured as well. As with any fatigued condition, if you are subject to another effect that would make you fatigued (i.e. taking more non lethal damage from a failed save) you are exhausted, then unconscious.

Ryn

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So, I've been wracking my brain trying to remember the rules for missing sleep. I swear I read them once, but now I can't find them anywhere! Even Google has failed me.

Can someone link the rule, before I have to read all the rules books looking for them?

Thanks,

Ryn

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half orc with endurance and diehard, a smattering of the orc racial feats, and the cure spells at each level. If you really wanted to go nuts, the destined sorc bloodline is pretty durable, and the feats to get it work very well with Bard.

Maybe he's Destined to write the next Journal...

-Rynthief

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How would you handle the ABP and an AoMF? The easiest solution I can think of is to allow the AoMF as one of your attuned weapons. For the monk, it will probably be the solo track, while a druid would have to use the split track to include Wildshape and Non-WS.

Does this make ABP overpowered for unarmed and natural weapons? There was always a reason that the AoMF was so expensive, and that reason presumably was game balance. ABP throws that out the window.

-Rynthief

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Pummeling Strike + Style Strikes should really be its own thread...

Coming back to the original topic, how do you feel the two classes compare?

Personally, I think the UC Monk steps on the Brawlers toes big-time. UC Flurry is cleaner and simpler than Brawlers Flurry, and the Style Strikes give the Monk a certain amount of rough-and-tumbleness that really should be with the Brawler. No esoteric Monk should have game rules for a headbutt if the Brawler can't get in on that action.

I'm looking into house rule balance to use the UC Flurry with the Brawler starting at 1st level instead of Brawlers Flurry, and trying to work out some way of adding the Style Strikes with the Brawler as well.

The Flurry transfer is simple enough, but when and how to add the Style Strikes I'm still working on. A 1 for 1 transfer seems a little like overkill.

I am also considering switching the UC Monk's good Fort for good Wil saves, to differentiate the classes.

Ryn, who wants his boxers and his shaolin

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I love my Archaeologist Bard! I'm going a ranged build myself, but to each their own. I am having great success stacking Archaeologist Luck, Fate's Favored, Lingering Performance and Heroism. Beacon of Luck is great for really maximizing those saving throws if you follow Desna. With all those odd bonuses you don't really need to optimize your character, so you can focus your other spells and feats on odd ball options and fun stuff.

-Rynthief

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1 person marked this as a favorite.

Dear Paizo,

Thank you for all the years of monthly awesome delivered to my doorstep. I just got married and my wife and I are saving for a house. Unfortunately, my AP subscription is one of the many places we have to trim. Rest assured that both of my gaming groups will continue to enjoy your adventures.

You make our hobby better every year, keep it up!

Sincerely,
Jeff

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For now, this is just a list of alterations I have made to the existing module and my initial thoughts. As we move through these encounters I will post feedback from myself and my players.

I will do my best to avoid spoilers, but if you are playing through this adventure and do not want any information on it I suggest you look into other playtest threads.

I switched Roy Flaxbeater from a rogue to a slayer. The initial loss of half of his sneak attack dice looks like it will hurt his design a lot. While there is still some advantage to flank-and-spank tactics, the loss of 2d6 sneak attack and 4 bleed hurts this method, and I now intend to use his spring attack and vital strike feats more, focusing in on his two favored targets for the added hit and damage. I also swapped out two of his feats: Combat Expertise for Power Attack and Combat Reflexes for Improved Vital Strike. With these changes i expect that he can do the one thing that most damage focused rogues wish they could do: stay mobile and not noticeably hurt their DPR. He has gone from a damage tower to a fighter jet.

I switched Larla Clankypump from a bard to a skald. My hope was that ragesong would better augment her minions, as most of her bardic music ability falls by the wayside in her tactics. Statted out at her level, ragesong just isn't as good as inspire courage. +2 Str, Con, and Will saves and -1 AC just can't overcome +2 to hit, damage, and saves vs fear unless they are augmented by Heroism, Good Hope, or similar spells (which don't stack with inspire courage in the first place). I'm a mean DM, so I advanced her two levels. Now her song is better than standard rage (+3 Will saves, -1 AC) and she has Good Hope, but I think I'd be better off just giving her minions a level of barbarian and calling it a day (more HD, bab, saves). That said, I expect my PC's to have a rough fight of it.

I switched Zolerim's levels of Wizard to Arcanist, as I felt that was a great fit for his character. As a side effect, I had to advance him one level so that he didn't lose one cleric caster level. He's a solo encounter, and as previously stated I'm a mean DM. The flexibility of Arcanist casting is something that I greatly look forward to playing around with. Because he can spontaneously cast and add metamagic feats, his spell selection did not suffer from the conversion. Spells that he had memorized multiple times at low levels had their copies replaced by spells he had memorized with metamagic feats at higher levels, so even though his higher levels spells are extremely limited he only lost one or two in the conversion. The real gem, however, is the counterspell arcane exploit. I have thought since the birth of 3.0 that counterspell was a very powerful ability that was often overlooked. Its just not sexy enough to expend a whole action doing it. Many attempts have been made in the past to clean it up and make it attractive, but they were all rather clumsy or feat-intensive. The arcane exploit is almost too good. My plan for it is to use his immediate/swift action to counter any attempt to Dispel his buffs. You cast a Dispel at me, I counter, your action is wasted while mine is basically unaffected. I even had enough space for him to prepare Dispel so that he could get the +5 bonus. Yes, it will burn through his arcane reservoir quickly and use up spell slots, but no faster than augmenting his DC's and quickening spells. Very excited for this fight!

I considered switching Ardathanatus to a warpriest, but it would severely handicap his tactics and the role that he is supposed to play in the climax. Gathuspia almost became a shaman, but the loss of the witch spell list and the addition of the druid list was too heavy a hit. I also didn't change the sinspawn guards from ranger to slayer (it did not fit with their tactics, I preferred to keep favored enemy) or Kob Kog, Luthask, or Sufestra. As I write this, I am considering switching the Pallid Path Cultists' cleric levels to warpriest. Bonus feats are always good.

I also had one of my players switch classes. Anya was a level 11 human rogue, but with an archeologist bard in the party she had focused entirely on two-weapon slice and dice. Slayer was a perfect fit.

As I mentioned above, and we playtest through encounters I'll post player and DM feedback here.

-Rynthief

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Dear Paizo Team

Just received my order #1789667. "Throne of the Gorilla King" in great condition, but there was a slip-up and I received a second copy of PFAP #50 instead of my copy of #51.

Help!

Ryn, who dreams of crushing PC's with pure stat blocks

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Thanks Sara, you guys are the best!

Ryn, who just loves this company

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Hey Cosmo & Crew,

Order # 1723207 never showed up on my doorstep and is not being held at my local post office. Could you please look into my wayward AP?

Thanks!

Ryn, who loses things

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Heavy Metal, Constitution is the key. I played a barbarian "tank" for our Council of Thieves game and had a lot of fun with it, with nearly 200 hp, AC 28 and DR 5/- at lvl 13. Look for AC and +Con, and feats and items that let you use your Con for other stuff.

My offense was a Furious Silver Earthbreaker with Power attack and Furious Focus (APG) and a +4 Str belt. "What does Bull do this round?" "I hit it, hard"

Defense was the best +Breastplate, ring, and amulet I could find, along with the AC and Dex ioun stones. Guarded Stance rage power is awesome. At lvl 12 your AC is actually better raging than not raging.

Try the feat combo of Endurance and Steadfast Determination (from the PHBII). Lets you add your Con to your Will saves instead of your Wis. With rage and the feat Raging Vitality, you do the math. My Will save was better than the cleric's.

Build does have two flaws: Lots and lots of HP's means you need lots and lots of healing. Also, straight energy damage kicked my butt. Reflex save was respectable, but with no defense against it the DM targeted me just to take me down a peg.

For a spin on the whole bruiser archetype I also focused on my Cha, with Intimidating Glare rage power at low level for economy of action. The feat Cornugon Smash from the Cheliax Companion lets you roll for demoralize on any target you hit with a power attack. At lvl 12 or 13 the rage power / feat combo of Dreadful Carnage and Terrifying Howl is superb. Knock a guy down, get a demoralize roll against everyone within 30 feet. If they fail, they are shaken. On next round Terrifying Howl. Everyone within 30 feet that is shaken must save or become panicked. Nice.

Other than that, I got a lot of use out of the Strength Surge rage power. Its the barbarian get out of jail free card.

-"Bull" Abrams. Quote: "They just dropped my favorite pub on my head! Someone's gonna pay..."

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Like many of you, I like to paint minis for important NPC's in my campaigns, and I've hit a wall. I cannot find minis for Aerys, Jask, or Gelick that I am happy with. Female sailors, dreadlock casters, and gnomes of any kind are in short supply. What have you all used?

Ryn, who thinks NPC hostages work better represented by minis than by dice...

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My Thursday group is a holdover from college, with players living in Lansing, Kalamazoo, Livonia, and Canton Michigan, with the DM in Virginia. All made possible by the folks at rptools.net and Skype, our Legacy of Fire game lives on!

Ryn, who loves the interwebs

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I know the designer and have had the privilege to play test most of these items. They really add a whole new dimension to the gaming table for those of us who are artistically challenged, and the Gelatinous Cube mini is really, really sharp.

I would like to welcome Dark Platypus to Paizo.com!

Ryn, who's geeked at a friend's success...

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my vote goes to Lora as Feiya, the iconic witch. It has nothing to do with a fortune's hex bribe, honest.

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This rage power does not spell out what kind of action it is. Does it take a standard action to use, or does it take effect any time an Intimidate check is made to demoralize?

My big scary barbarian would love to know!

Ryn, who's thinking bigger and scarier...

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Madcap Storm King wrote:

Actually Bison and Aurochs do stupidly good damage for their level and have Trample. Aurochs can be summoned at 5th level and deal 1d8+9, +7 to hit, and the Bison deals a whopping 2d6+12 with +10 to hit, 4th level summon. And that one has Power attack, like it needs it. Summon some over a few turns and then finish a foe with a Trample from a group of Aurochs dealing 2d6+7 per Aurochs with a reflex save for half for each of them.

The Druid has killed an EFREETI with this. It was incredibly silly.

LOL, Bison vs Efreet, might beat my summon nature's ally story.

Spoiler:
During the Age of Worms campaign my druid had great success with Earth Elementals. Near the bottom of the Fire Giant fortress we were ambushed by a Marilith. With the party near out of spells, I pulled a hail-mary, summoning in three huge earth elementals who grappled the demon into submission, while we straight damaged it to death.

Ryn, who likes pile-ons

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I am disappointed with the new challenge mechanic. At first level, 1/day you get +1 damage for an encounter. While this is similar in power to the Paladin Smite, the paladin gets a sizeable bonus to hit and AC while smiting, while the Cavalier grants a small bonus to the party and takes a -2 penalty to AC for his trouble. While I think this ability will be great at mid to high levels, I do not see my upcoming Cav using it before 3rd or 4th level. It just isn't comparable to Smite Evil or Rage. It doesn't need to be to make the class good, but I'd like it to have some utility at low level.

Ryn, who still loves the class, just not the challenge

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Jason Bulmahn wrote:

Let me go ahead and restate this...

The tactical feats will be part of the new Cavalier. The details will leak when the class is re-released...

Until then, hold the course.

Jason Bulmahn
Lead Designer
Paizo Publishing

Thanks Jason, the character that I'm dreaming up is a Dragoon, flank-and-spank build. The tactical feats look very nice for this.

Ryn, who just got a blue post...

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lastknightleft wrote:
Jason has stated on another thread that he intends to do so.

can anyone link this thread? I'm going to be playing a cavalier in our upcoming Legacy of Fire campaign, and the specifics would be good.

Thanks!

Ryn, who thinks aboriginal halfling dog-riders are really cool...

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Lilith wrote:


She first showed up around the fifth or so graphic novel, I think, but is playing a larger role more recently.

I still think Frau Totenkinder kicks ass though. :P

Frau Totenkinder for President!

Ryn, who knows that it is not good to cross powerful witches...

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Mairkurion {tm} wrote:


Rynthief, loved that story in Hellboy. (In a bit, Heathy will show up and I'll forget the name of the Malaysian vampire and he'll remind me and then the cycle will start again.)

The Baba Yaga shows up a lot, even sending Hellboy to her demi-plane of Russian folklore as punnishment for his taking her eye. There he is hunted by Koshchei, a Russian warrior given immortality by a dragon who may have served as a basis for one of the open content demon lords. And we all know how James loves his demon lords!

Also, Baba Yaga is one of the principal antagonists in "Fables" at the moment. If you're not reading Fables and you like fantasy comics, then you should be. Bill Willingham is a genius.

Ryn, who knows that when a winter wolf is the GOOD guy, you're in trouble...

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For some quite good Baba Yaga reference points, look to the Hellboy comics. Mike Mignola has a great fondness for folklore of all types and heavily leans on it for his story arcs. Needless to say she shows up more than a few times, most notably as Rasputin's matron.

Ryn, who reads too much pulp horror comics...

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Dear Paizo,

I was wondering if it was too late to apply my in-store credit to the balance on this order.

Any and all help is appreciated.

Thanks!

Ryn, who could really use that extra cash

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Cpt_kirstov wrote:
they happen at the DM Tools at I believe 8 PM Pacific

Thanks!

Ryn, who now has to prioritize hockey vs Paizo...

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Hello everyone!

I work 2nd shift most Tuesdays and have the night off. I remember hearing about online chats with the designers and was wonndering if these chats were still taking place, and if so where.

More Paizo, more better.

Thanks!

Rynthief, who may have used too many exclamation marks...

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Most games are much more cautious than this, but Tracy Hickman did a fantastic article on just what that little used ability is for: Kicking in doors!

He posits that sometimes games can get too methodical, that we start to think of our groups and characters as modern special opps... very conservative, careful, and tactical. The article claims that sometimes you have to kick in a door to jump-start the action.

The barbarian class is all about taking risks. Trap sense is there to add an incentive for this type of play. With the new rage mechanic it gets even better; rage for one round (increased str, hp and saves), kick down the door and absorb the trap. RAWR!

I wish I had a link to the original text. It received a lot of attention on the Dragon Magazine boards (both good and bad) and I think it is one of the best gaming "op-ed" pieces I've read.

Keep Trap Sense. It is a great ability for both the rogue and the barbarian, for VERY different reasons.

Ryn, who hasn't typed RAWR in too long...

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First off, a big thank you to everyone at Paizo and in this community for keeping D&D alive!

As for my one change, I would make monk special weapons deal monk unarmed damage. Too many martial arts films are about a quest for a sacred staff, kama, etc and that flavor is lost at mid-high levels with said weapon still only doing 1d6. Also, this change will help alleviate the disparity between monks and the other "martial" classes in terms of hit/damage ratio. A +5 kama is much more affordable than an amulet of mighty fists +5.

Ryn, who likes his monks.

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"Kyra protects her assets"

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hogarth wrote:
I don't have a problem with Animate Dead having consequences, but as a DM I prefer to let my players have fair warning beforehand (e.g. "Animating the dead is about as socially acceptable as necrophilia and cannibalism"). As a player, I'd be a little irked if casting a given spell caused grief to my fellow party members (e.g. waves of dragon attacks) without some kind of warning from the DM beforehand.

Have an important NPC point out that Animate Dead is an evil act (though so is Death Knell...) and that a large skeleton will be hard to hide from the town. Get the PC's discussing this in character. Think "12 Angry Men." If they all decide to animate the dragon, then no one can feel bad when the inevitable dragon flight comes for their baby.

Ryn, who likes consequences

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Tactical Transformation

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F. Wesley Schneider wrote:
Samuel Leming wrote:

boobs.

"Type Oh." HA!

The farther you get in, the less boobs there are, until you hit here.

Nice art.

Ryn, who's all for it

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Necklace of Fireballs, only with positive energy bombs instead...

Ryn, who thinks that's about the equivalent

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Maneuvers as AoO's are a common occurrence in my games, stemming from the fact that AoO's do not provoke AoO's (I cannot remember where I read that, but it is in there somewhere I'm sure). If they do not provoke AoO's in return, this opens up the field for fighter-tupes who want to do something flashy and do not have the feats or actions to pull it off.

We started encouraging flashy play while playing Eberron, and it has sort of stuck.

Ryn, who's thinking of the six-fingered man "Kill the dark one and the giant, but leave the third for questioning." Inigo had something to say about that...

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Captain Sir Hexen Ineptus wrote:
Tell me, how it is it viable compared to a two handed weapon style, the current version that is...

(A) Barbarian, 2-handed, Overhand Chop, greatsword 2d6+(2x str)

(B) Barbarian, 2-weapon, TWF and Double Slice, hand-axes (1d6+str, both hands)

(A) With the 2-hander you save a feat and do more damage per hit, but run a higher chance of doing no damage at all.

(B) With 2-weapon, you do less damage per hit, but your potential damage is the exact same as with the 2-hander (2d6+2x str).

Double Slice, as written, solves the TWF problem.

Ryn, who always liked paired axes

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I agree that the Curveblade may not be the best choice for the elven weapon. What about something like the Yuan-ti Serpent Bow from Secrets of Xen'drik? It is a curved longbow with a blade along the lower edge. You can freely interchange melee and ranged attacks in a single round. Ranged 1d8/x3/80 ft range and melee 2 hand 1d6/19-20/x2.

Very Lord of the Rings. As the orcs charge the elven lines the elves cut them down with arrows, then meet their charge by slashing at them as they approach.

Ryn, who always just liked this weapon

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yoda8myhead wrote:
If you want to run the mod as part of the path, unless the PCs are higher level than the adventure calls for or you pull punches at least one of them will probably not make it on to continue the rest of the path.

D2 was designed as a delve adventure. Delve adventures are designed to kill PC's. I'd seriously consider toning down D2, padding it with friendly NPC's (who can then do most of the dying) or waiting for a higher level.

Thematically, D2 is a great add-on. You could even add in a side-plot to include and foreshadow the champion of greed. But you must be careful in the adventure's execution.

Ryn, who swore he wouldn't kill a PC this time around.

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One addition I am pondering for "Spires" is adding a safe zone within the lower city. This would give the PC's a relatively safe base of operations, allow for some culture clash roleplay, and when the zone untimately falls to a rune-giant assault give the PC's something to protect.

The explanation involves some spoilers for Hook Mountain, so tread carefully...

Spoiler:

For this "safe" culture I like the Maftet from PF #15. During Hook Mountain the PC's are going to encounter a group of Maftet as they hunt a Lamia Matriarch. The PC's will get to further interact with them later as they enter the creature's territory in order to open up the sluice gates under Skull's Crossing. This should set up the creatures as potential allies but not necessarily as friends.

I think that this could add to the general feel of "Spires." Native cultures that are not instantly hostile (or mind controlled, or undead, etc). What do you all think? Would this disturb the exploration feel of the lower city?

Ryn, who'd like to explore where monster cultures interact

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Set wrote:

Interesting notion. Of course, all the Bards will be trying to pull the 'gigolo' concept and claiming that they don't have to pay a lifestyle cost because of all their willing sugar mamma's. :)

Heh, make it a class feature...

Ryn, who doesn't pay these costs either ;)

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DarkWhite wrote:
The concept is that each character pays a nominal fee per game session to cover daily expenses, such as drinks, meals and accommodation. The amount you pay depends on what standard of lifestyle you wish to live.

Not a bad idea. Most games I've ever been a part of never take these costs into account, even going so far as to not track expenses in taverns, inns, gather information, etc. With an easy to track system like this, it would be easy to say "As we start this next leg of our adventure, your living expense cost is X"

Ryn, who's Dwarf spends 100gp per adventure on cigars and brandy

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theeaterofshades wrote:

I have listed the highlights for standard/dire/legendary versions for the apes vs the tigers below. There is not rule of thumb/consistancy between them.

Legendary animals are a 3.0 attempt to give high-level druids decent animal companions. Under 3.0 there were no rules for animal companion advancement, you just received more HD of companions as you advanced in level. So instead of having 8 dire apes, you got one legendary ape. The legendary animals were also smaller than their dire counterparts due to comments that a huge-sized dire tiger or bear took up too much room in a dungeon. As a direct result of the 3.5 animal companion rules, the legendary animals were never adapted to the updated rules.

As a fun aside (and shameless PFRPG plug) check out the new beta rules on animal companions under the Cleric/Druid/Paladin playtest forums under "[Design Focus] animal companions"

Ryn, who always wanted a legendary horse

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This may come across as a bit "rail-roady" but what about the old; "So, you have Lycanthropy. Your PC is now an NPC for three nights a month."

Lycanthropy is a curse, and a bad one. Curses should not = power boost. Take the frenzy idea (a good one I think) one step farther and with a failed will save you actually turn into a monster. Who eats people. People you know.

Ryn, who loves werewolves.

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Shisumo wrote:

With a TWF gnome ranger with favored enemy (giants +6), Weapon Swap and a giantbane sword, the only thing that sucked about his melee effectiveness was the rigamarole of rolling through the combats to the inevitable result.

We dropped the campaign before he went into gnome giantslayer and it just became ridiculous.

Yup, this sounds pretty neat!

In our campaign we have a dwarf ranger with Crossbow Mastery, FE giant +4 and the Big Game Hunter feat. He dishes out the damage from 80 feet away. No giant bane yet, though...

Ryn, who like oddly effective builds

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toyrobots wrote:

If this be a "Cheers!" thread, then I must say:

Cheers!

A most emphatic ditto!

We just finished up the Graul farmstead, and I have never seen PC's cringe so much, or fret over what they might find in the next room...

Kudo's to Paizo and Master Logue for a most disturbing ride!

Ryn, who now shudders and every "playpen"

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As for multi-classing saving throws (and BAB) my group fixed this problem by not looking to the class table for the numbers, but to the base table. Each class has either good, average, or poor BAB, and good or poor saves of the three types.

As an example: You are a Ranger 2/Rogue 2/Cleric 3
- You have +2 BAB from Ranger, and combine your levels in Rogue and Cleric (both have moderate BAB) for another +3, for +5 total.
- For Fort saves you combine your levels of Ranger and Cleric (both good saves) for +4 Fort and add the +0 from the levels in Rogue (poor saves) for a total of +4
- For Reflex you add your levels in Ranger and Rogue to get +4 and add your +1 from Cleric for +5 total
- For Will saves, you have +3 from your levels in Cleric and +1 from your combined Ranger and Rogue for +4 total

Perhaps this example isn't thought through thoroughly enough, but leaves you with +5 BAB and +4/+5/+4 for your saves, where using the old system you'd have +5 BAB and +6/+7/+3

This prevents the combinations where all you end up with is ridiculous saves and no BAB that are so common to Elan-esque multiclassing, and also negates multiclassing just to receive the +2 from first level over and over.

Ryn, who once saw a Cleric 2/Ranger 2/Wandering Mystic 2 with +4 BAB and +6/+6/+6 saves...

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James Jacobs wrote:
Although Cheliax is currently ruled by devil-associated folk... the bulk of Cheliax's people are not evil. The Council of Thieves Adventure Path (debuting in Pathfinder #25 next Gen Con) is set entirely in Cheliax, and should serve as a great window into how this nation works.

James, I have to say that I cannot wait for the Council of Thieves Adventure Path. AP #4 doesn't sound quite up my alley so I may cancel my subscription for that one, but I will definitely be back for Thieves.

Ryn, who has too many adventures to run, and has to find time to work so he can buy them

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