Rayhan Xobhadi

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After upgrading to Foundry V13 and the V1.2.1 of the Harrow Deck module, I can no longer show the Harrow Spread to my players.


A consistent concern I've seen of reviews of this AP is how to motivate the party to pursue the story. Have any of you had an issue with this, and do you have any suggestions as to how to make the players feel the importance of seeking out the cards?


SuperBidi wrote:
Sapient wrote:
If the ammunition of Eldritch Shot is not the origin point of its released spell, why is a Spell Storing weapon the origin point of its release spell?

I've never said that. The origin of its released spell is the character using the command action to release the spell.

When you cast Vampiric Touch with a Spell Storing weapon, I hope you don't give the temporary hps to the original caster. It's as if the weapon wielder was casting the spell as they are the one making the command action that unleashes it. That's why for example there's a fix DC instead of the caster DC, because the caster has nothing to do with the spell anymore.

By the way, I answer to all your questions but none of you has answered to my single question: Why is there a wording about range on Ranged Spellstrike as according to you that wording is unnecessary?

Honestly, it is getting difficult to follow your ideas here. In the post I was responding to, you were suggesting that "range" was from caster to weapon rune. Now it is from character using the command action to the target?


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SuperBidi wrote:


Gisher wrote:
The Spell Storing Rune doesn't include the word 'range' anywhere in its text, either.

"Usage etched onto a melee weapon"

If you find a spell with a range shorter than touch, the question may be raised.

This doesn't follow. The weapon is not the "target" of the spell. The caster casts the spell into the weapon. The weapon later strikes a creature, an action is spent, and the spell is unleashed with the target of the strike being the target of the spell. There is no text that uses the word "range". The only "target" of the spell is the creature the spell is being released on.

If the ammunition of Eldritch Shot is not the origin point of its released spell, why is a Spell Storing weapon the origin point of its release spell?


SuperBidi wrote:


First, Eldritch Shot doesn't have to work with touch-ranged spells.
Also, touch range is "in your reach" in terms of game. So I think one can easily apply it at 5 ft. (or more if you are enlarged). But anyway, touch range spells are not interesting with Eldritch shot as you can find long range ones with very close damage that you can at least use more than 5ft. away.

Touch range specifically says you have to have to touch your target. Since you believe "flies with the ammunition" doesn't affect range requirements, and you've written an analysis of Eldritch Shot and a touch range cantrip, I was just wondering how you saw that working. But OK. Back on topic.


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SuperBidi wrote:


Your spell flies with the ammunition. Then it hits a creature out of the spell range.
The rule "Spells with a range can affect targets, create areas, or make things appear only within that range." kicks in and the spell doesn't affect the target.

If there's nothing clearly indicating that the rule about range is overridden then the rule is still there. Flying with the ammunition doesn't change the spell range.

I disagree. While I understand what you are saying, reading through a half dozen discussions of Eldritch Shot and various touch spells, I didn't find anyone else interpreting "flies with the ammunition" the way you are. At most, RAW is ambiguous.

I did find a thread where you analyzed a Fighter with Eldritch Shot using Gouging Claw, where you found it to be suboptimal. https://paizo.com/threads/rzs43gdq&page=2?Arcane-Cascade-for-Starlit-Sp an#66

Which raises a question. If "flies with the ammunition" does not affect general range rules, how does Eldritch Shot work with touch-ranged spells? Touch spells require that you, not ammunition, touch the target. Are you casting the spell, imbuing it into the bow, sending it with the ammunition, then reaching out to touch the target? And your ranged attack roll determines if your ranged attack succeeds AND if your spell attack succeeds? What happens if you are using a crossbow, where both your hands are occupied?


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SuperBidi wrote:


You consider that the override is implied, implied doesn't mean RAW, but RAI. Per RAW, there's no override as there's nothing stating that the range has to be ignored.

Also, casting touch range spells at whatever range is the too good to be true rule, not the other way around. And there's no too bad to be true rule anyway.

It isn't implied. It is stated. "Your spell flies with the ammunition, using your attack roll result to determine the effects of both the Strike and the spell." When a specific rule contradicts a general rule, the specific rule takes precedence. It does not have to declare it is overriding the general rule.


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Under "Other Archetypes", Talisman Dabbler:

"I’m pretty sure even Grand Talisman Esoterica and Talismanic Sage stack, allowing 4 affixed talismans at once, since they are their own abilities."

I believe this is incorrect. Both abilities allow you to treat one item, allowing it to have two talismans. Using both on the same item item would be redundant. Having both abilities would allow you to apply two talismans to two different items, however.


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Nonat1s' deep dive Class Guide is up.
Video link


gesalt wrote:
Full Thaumaturges yes, but the post I was quoting was discussing archetype Thaumaturges.

My apologies!


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gesalt wrote:
] You get the implement at 6 according to the preview. The weapon provides a good AoO equivalent for anyone who wants it. My other choice would probably be mirror for the auto flank. Some parties might benefit from tome in the early game for an extra pair of skills but that falls off and would need to be retrained later.

The Tome skills are chosen daily, and eventually become Legendary. The Tome grants a circumstance bonus to attacks after a successful, free Recall Knowledge check. Using one or both of those skills for appropriate Lore skills could make the Recall Knowledge checks easier.

I think the value of the Tome depends a lot on your GM's style, how they handle Recall Knowledge checks, and how important skill checks are outside of combat. Being able to boost skills to fit your circumstances could be great. Need to know about smuggling? You're an expert! How do you sail that stolen ship? No problem.


Vali Nepjarson wrote:
I don't think it's that the aging is by a trivial amount. Rather, I think that the aging is normally temporary. You are effected by the curse, and it ages you into an elderly being, but then the curse ends and you de-age back into your normal self.....

I don't find that interpretation to be unreasonable. The text is rather unclear as to what is happening narratively. I see the spell as affecting living things differently than objects, but who knows. It does say "briefly ages", which would imply a short process of aging, not a short period of being old. But again, the intent is not clear.

I don't really agree with the idea of applying some aspects of aging (wrinkles, bad backs, etc) without other aspects (physical growth, hormonal changes, etc). I would argue that temporarily inflicting old age on an embryo inside an egg would kill it. It would be if had lived a long time, including getting large, and thus breaking the egg.

There is still the question as to whether the embryo can be targeted by a touch spell through the egg. I think it can. Touch attacks don't require skin-to-skin contact.


I'd rule that the embryo inside the egg is both alive and targetable by the spell Curse of Lost Time. Ravingdork makes a good point that we generally allow the caster to choose whether they are targetting the armor/clothing of a person or the actual person with a Touch spell.

However, the spell only ages the target "briefly", so that it becomes clumsy and enfeebled for a round, an hour, or indefinitely. Since there is no description of how much aging happens, I take that to mean that the aging is pretty trivial, but it throws off the target's system to make it weak for a time.

So I'd let them use the spell, make the egg age by less than a day, and give the creature within Enfeebled 1 and Clumsy 1. And those conditions are likely to last until the spell is dispelled, given that an embryo is going to have a fortitude save of zero.


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With the Sanguine Mist and Cloudkill ideas, now I want to make a Bones Oracle with a Sylph Versatile Heritage with the Smokesoul and Cloud Gazer feats. I love the idea of a death-connected Oracle standing/walking around in constant fogs. I'm not sure how to expand on the idea though. Maybe some wands/scrolls to get a Obscuring Mist.


aobst128 wrote:
Oracles can get an advanced domain spell with domain fluency at 12th level. They start with an initial one based on the 2 domains the mystery gives

Ugh. Of course. Sorry for the stupid question.


Gaulin wrote:
I really like malignant sustenance for a bones Oracle too, fast healing along with temp HP and damage resistance is awesome.

The only way to get a Focus spell from another class is through a archetype dedication, right? (Sorry, been away from the game for a while, and my old brain is bad at remembering.)


Cordell Kintner wrote:

The way I see it, when you're striking on the ground, you push against the floor to give yourself forward momentum for the strike. If you were instantaneously in mid air, you wouldn't really have time to adjust yourself to strike appropriately before you start falling. Meanwhile, with the feats mentioned earlier, you are explicitly jumping in order to strike, meaning not only are you adjusted, but you have practiced the maneuver enough to make use of it.

If it's a home game, ask your GM. It's definitely doable if your character has enough practice, but as a GM myself, if a player did it on the fly I would say it fails.

I basically agree with all of this. The reason I don't stray from RAW without a good deal of consideration is that stepping on other feats can ruin another player's plans.

Thanks all for the insights.


Ok. Makes sense. Thanks. I suspect a GM would want to make a determination based on circumstances. This was born from an idea of dimension dooring to a flying creature, striking, then using a fall mitigation feat. Not a very efficient way of doing things anyway, but I was curious if it was possible.


Suppose you find yourself in midair after an action or two. Could you use your remaining action(s) before dealing with falling and landing?

Could you, for example, Dimension Door 120 feet straight up for 2 actions, and then do a ranged strike?


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Deriven Firelion wrote:


No. It is good to have one more. Generally 2 is pretty ideal. Then you can open up with 4 to 6 actions to Scare to Death on equal or lower level mobs, which can be problematic when coupled with a boss. Over 2 though not super productive unless you're in some campaign with a lot of minions.

This would mean that half a typical party had pumped up Charisma and invested their skill points into Intimidation. So not only are they doubling up on abilities that will not always benefit from being doubled, they will not have invested in other things, which makes the party weaker.

Certainly one can imagine times when 2 characters could be using STD at the same time. But maybe one of them would have have liked to have more hit points, better saves, and Athletics though all those other battles.


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STD has been fine in our game. I think between 15th and 18th level, it has killed 3 or 4 creatures that were not really that big of a threat anyway. Balfeful Polymorph has done more. The Rogue that has STD now can just walk through walls, and I kind of love the idea of an enemy anticipating the arrival of a party of demigod-like adventurers, suddenly a voice emerging from the wall behind them proclaiming their doom.


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David knott 242 wrote:


I think the major issue with pay to play GMing is that we don't really have a well established and accepted system for handling it. Organized play campaigns could provide that system, but they are currently set up strictly for amateur GMs. PFS GMs do get some perks (early access to some modules, extra XP credit for GMing rather than playing a scenario, and the like), but that is about it.

The reason some sort of organization would be needed is that it involves getting GMs and players who are strangers to each other together and providing a standard contract as to how much the GM would be paid, where and when the games would be played (and compensation for the host, if he is not also the GM), what happens if someone cancels the game or fails to show up, and so forth -- and many players would be reluctant to sign such a contract if they have no idea what a campaign with this paid GM would be like. It is a lot easier to work such things out informally if everyone already is acquainted with at least one other person in the gaming group and no money is changing hands.

All very good points. I think the situation would be easier for short term agreements. I can very much see a use-case for paid GM's who help new players for 1-4 sessions. I might very well pay to play in various RPG systems under that paradigm.


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Ravingdork wrote:
That all sounds very much like "get to the back of the bus, where you belong" to me.

Let's not compare social media sites regulating advertisements to segregation. Thanks.


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There may be a "best choice" for an action with a given character in a given situation, if you are judging "best" as that which results in the least usage of resources (such as HP, spell slots, and consumables).

But, "best choice" and "good enough choice" are not significantly different in outcome. Obviously, there is essentially no difference in losing 10 more HP over the course of an adventuring day. But I'd argue there is little difference between ending an adventuring day with 100% HP and 1% HP. HP is easy to regenerate, and the game (especially APs) allows you to trade in-game time for in-game healing with little or no in-game consequences. Spell slots refill with time. Consumables should be provided by the GM so that they are sufficient for the flow of the adventure.

So even if you could measure what is "the best" action to take, it would not be important to take that action. "Good enough" is good enough.

Further, it is generally impossible for the player (or character) to know what "the best" action might be. How many spell slots will be used before rest? How much damage is incoming? Will another player turn a diplomatic encounter into a bloodbath? You don't know what resources to preserve and which can be spent freely.

So just be effective enough and play to have fun. There is lots of room for choice.


Thanks all. Very good advice here.


Kasoh wrote:

I'm not a fan of obscuring the names of creatures from the players, often because its too much trouble for me to keep them all straight in a multi-creature fight. So, I tell them that they see three Babau's, two schirr, and a succubus. Or "You see a bunch of demons."

If the creatures have proper names, I usually just say that instead. If its a creature they've fought before, I'll usually say so and remind the players if they learned anything about them already. "That's a Vrock, you've fought them before. They do that spore thing."

Successfully identifying a creature nets a PC the creature's type and common traits to that type. Then they get a specific piece of information about that specific creature. I usually ask if the PC would like something offensive, defensive, or just interesting about the creature. Otherwise I'll default to the CRB's guidelines and provide one useful piece of information.

I also enjoy reading the first paragraph of a creature's bestiary entry like David Attenborough upon a successful ID, but that's just for my amusement.

Do your PCs get a free recall knowledge check, or do they have to use an action to ID a creature?


We've been giving every character a free Recall Knowledge check at initiative to learn the name and some common fact about creatures. I don't think this is in accordance with the rules. I'm wondering what other GMs do. Do you just describe the creature? Does it matter how common they are? Surely everyone would recognize a bear or a skeleton, but maybe not the specific type.

What do you share with subsequent recall knowledge checks? Do the PC's request some specific bit of info?


Captain Morgan wrote:
One per hour is actually the recommended rate in the book.

This has been unclear to me. Is this per person or per group?


The Ancestor Oracle looks like it could be the most fun and frustrating character to play. I imagine trying to step in to melee combat, only to have Grandpa start whispering the finer points of woodworking in your ear.


Arachnofiend wrote:


Kind of a YMMV thing, but Volley is really, really bad. If you expect to ever have to fight within 30 ft of your target you want to use a shortbow.

Oh, that's embarrassing. I didn't bother to look up the Volley tag. I'm dumb.

Thanks.


I'm sure it is obvious, but why choose a shortbow instead of longbow?


shroudb wrote:

I think that 6 grabs over 17 levels is way too low, so that seems to be much more of the outlier.

It's one of the more common abilities of monsters overall (alongside fearful aura i think they should be the top 2?)

That said, I used it on my ranged halfing rogue, and the step has been amazing, basically a free action every time they grab me. And until level 7, i've been grabbed a dozen of times already, but as you said it's dependent on what you fight.

I would put it as "situational" as well, but not at all "highly". Something that you wont be using every fight, but you will be using a few times every few levels.

More like other abilities like those that upgrade Saving throws vs Mental to crit success. And i value those as "good Ancestral feats" myself.

I suspect that the commonness of grabbing is also dependent on GM style. I don't think I've seen 10 grabs for our party, total, over 16 levels.


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I generally dislike awarding Hero Points for impressive play. It is so subjective, and my experience is that GM's tend to be wildly inconsistent (myself included). I also don't like how it excludes shyer players.

I tend to be louder, taking my full share plus of table time. That is reward enough in itself. I don't think I should get an extra reward for doing more in the game.

I prefer an even distribution of HPs, with extra being awarded for table support (brining treats, managing the loot list, hosting the game, etc).


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Martialmasters wrote:


That's a bad faith argument if I ever saw one. Comparing a single weapon to the myriad of ever expanding dedications you can take.

I agree talk about it beforehand. But I also agree if you don't want to use it you don't have to. Those slots can sit right there until you decide to use them. No reason to give them something else.

It is an entirely appropriate comparison. The GM is granting a bonus that player may not feel fits their character vision. Granted, a whole bunch of free feats is much more valuable than a singe weapon, and as such a player who does not partake would be at a larger disadvantage.

Here is the reason to give players something else if they don't want the Free Archetype. It makes the game more fun, keeps the characters more balanced, and costs literally nothing. I play with friends, and when I GM, my goal is for everyone at the table to enjoy themselves. I'm not going to presume that a player should want to use archetypes just like I'm not going to presume that a player should want to use swords. If I'm going to give one character a boost towards their vision, I want to give the others an equivalent boost, even if it is not identical. Someone might want a staff instead of a sword. Someone might prefer the Ancestry Paragon variant to the Free Archetype variant. They are similar enough in value and power, and cost me nothing.


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Decimus Drake wrote:


Oh absolutely. Turning around to the GM who is kindly offering everyone a free archetype, throwing back in their face and demanding special treatment is definitely a recipe for hurt feelings.

Now that would be a GM to avoid at all costs.

It is perfectly reasonable for players to want to fulfil their vision for their players AND have similar advantages that were granted to others. If a GM declared everyone was getting a +1 sword at character creation, it would be completely appropriate for a player designing a wizard to ask for something else. No competent GM would consider the sword as a gift in the first place, much less one that could be thrown back in their face. No competent GM would consider it "special treatment" to give boosts based on character design rather than GM whim.

This is the sort of thing that a GM and players should discuss before the game starts, because they all should be working together to make a game that is fun for everyone.


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I'm giving my players the choice of Free Archetype, Ancestry Paragon, or some in game narrative advantage. I don't want a player to feel like they are missing out, but some may not want the additional complexity of the FA.


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Ubertron_X wrote:


While I usually agree that averages are a very, very good meter for almost everything they usually do not take into consideration other circumstances because averages by their very nature tend to not take into account the specific effects of burst or range.

Sure, I agree with your entire post. I was trying, maybe poorly, to get at that with my Shove example. This rough models should compare abilities with similar application. But given similar applicability across typical encounters, as a common damage spell and Scare to Death have, looking at average damage levels tells you a lot about balance, where as the specific results of a specific encounter for one single group does not.

Deriven Firelion wrote:


I do not believe that is comparable. A situation next to a cliff is rare...

Agreed that it is rare. The point I was trying to make is that the results of a specific singular encounter can't be treated as representative. My Heroism encounter was notable for having a series of rolls that made heroism basically perfect for the encounter. But that is not representative of the actual utility of the spell. Your Calikang had the right rolls against the right opponents as well. Lots of abilities are incredible when rolls and circumstances are right. But that is not predicative of future utility.

Anyway, I don't think you and I are actually all that far apart. I do think Scare to Death is strong, and is comparable to other strong options. Add Legendary Linguist to the mix, and you can get around the language barrier penalty (for creatures with language).

It is certainly among the more appealing of the Legendary Skill Feats.


Deriven Firelion wrote:
Averaging what an ability can do on its own leads to a skewed idea of strength or weakness. Whereas looking at abilities in finite short-term fights in groups provides better data points for analysis of the strength and weakness of abilities.

It is, of course, important to consider how abilities interact, and the outer bounds of abilities in addition to averages. But averages give you the best point of reference when considering balance.

When I consider the value of Heroism, I consider its expected utility over time, not that one time when it was perfect. Likewise, that one specific example of Scare to Death with the Calikangs is not illustrative of whether the ability is actually balanced. Unless you expect the typical usage to be against those same opponents in the same situation using the same dice rolls.

In our current campaign, my fellow adventurer killed a level-1 creature by pushing it off a cliff using a weapon with the Shove trait. It would have taken at LEAST 4 successful hits with the same weapon to kill the creature. Do we conclude that the shove trait on a weapon is way over-powered, since it essentially caused 4-6 times the damage as the weapon itself? How can the game proceed if he can 1-shot creatures like that? Well, we don't worry about it, because on average, Shove doesn't do much damage at all. In fact, it rarely has enough apparent value to even be used. The average value of having the shove trait on the weapon is actually quite low. And that is FAR more useful to consider in terms of balance than a singular event.


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Deriven Firelion wrote:


Your use of averages tends to skew what happens in real play. Averages are what occur over a long time, not in finite short-term combats with lots of d20s getting rolled with shifting modifiers.

Honestly, looking at averages is FAR more useful than considering one specific run of one specific encounter at one specific table.

In my table's last session, our cleric cast Heroism on our Rogue. By happenstance, this turned each of 5 hits into crits, nearly doubling the amount of damage the character did. This additional damage was also more than was done by any other character in the party. So a 2-action spell resulted in more damage than all the actions of a Druid across 2 fights. Should Heroism be nerfed because it was so effective with the specific rolls in this specific example? Or was this case just an extreme case?

Averages help us understand the actual strength and balance of various options.


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Just for completeness, Air Walk should also be considered. It is the same level as Fly, and does not require hover at all.


caps wrote:

When I am the GM (or when I propose the Free Archetype rule as a player) I like to propose that PCs who want to opt out of it can get a free class feat at odd levels (starting at level 3). It is 1 less feat by the end and is always 1 level later than Free Archetype, which I feel makes up for it letting the PC focus more on their concept (i.e. potentially they are more powerful than if they took Free Archetype).

This one and Ancestry Paragon, another favorite of mine, feel like rules that should be voted on by the group collectively, rather than decided by GM fiat. They are practically no impact to the GM.

Have you seen Ancestry Paragon in play? How does it compare to Free Archetype in terms of power and/or versatility? I'd guess they are similar enough.


Fuzzy-Wuzzy wrote:

You think monks shouldn't be able to wear it freely? 'Cause anything that is armor screws with monk abilities.

Good point. I do not think that. I guess I'm trying to say that they had a rough time trying to describe when it acted as armor and when it didn't. They probably should just have added another armor category to cover clothing, bracers, and whatever might come in the future that fits into that group.


Explorer's Clothing also has the "Comfort" trait, which states

Explorer's Clothing said wrote:
The armor is so comfortable that you can rest normally while wearing it.

I feel that RAI, Explorer's Clothing is meant to be "armor" in all ways, except that it uses unarmored proficiency. I think the editing just failed to clean up all the language.


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I never noticed that Explorer's Clothing is not listed as armor for purposes of talismans. I wonder if that was an intentional design decision. It is hard for me to imagine that you can etch runes into clothes, but can't attach a small item.

Some of the armor talismans are literally pins. The Sneaky Key "can be pinned to armor or a sleeve."

I suspect RAI is that Explorer's Clothing can accept talismans.


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Loreguard wrote:


Really, this seems much easier handled with, yes that spell Whirling Scarves in gods in magic sounds like something you would have taught you, so yes you can have that in your spells known for free.

Isn't that exactly what the "Uncommon" tag is for?

Uncommon: Something of uncommon rarity requires special training or comes from a particular culture or part of the world. Some character choices give access to uncommon options, and the GM can choose to allow access for anyone.

Check with your GM. Maybe you can have it as just one of your standard options. Maybe you can buy it. Maybe you haven't made the right choices to have or buy it. Maybe the whole party can get access to it because of that thing they did. That's "Uncommon".

Calling a spell "common", but then saying you need to access it in a different way, though maybe for free if you ask your GM is clunky, and again doesn't fit well with lore.


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AnimatedPaper wrote:


Definitely seems like a PFS type of rule, given their "You must have the book physically/electronically to use that" philosophy. It is too bad they aren't somehow working more closely with the rules side so that the printed books are mostly aligned with PFS as they come off the press, but that could simply be impractical (certainly sounds tough).

Even with PFS, there isn't typically an extra in-game cost to access materials from a non-core book. Fighters don't have to pay 16 gold to then be able to buy a 3rd level splat-book shield at the regular price.

I personally don't care about the extra costs, or the lack of immediate access for new spells for Clerics. I just hate the inelegance of the mechanics and the lore. Rarity tags have little value if you still have to look up other factors to determine how accessible something is. And how does the lore explain this? Deities grant their clerics the ability to cast certain spells. But some smaller number of spells are only available to those clerics who both please their gods AND have exchanged money with the proprietor of Midtown Spell Shack.


Captain Morgan wrote:


Most players who don't want a free archetype simply don't want the added complexity. Offering them a different path to that level of complexity is unlikely to entice them.

Luckily, in my experience those players are also less likely to care about things like power parity or wringing every last drop of performance out of their build. So this doesn't seem like it will likely bother them.

If you really feel like they need something, just assigning them an archetype that fits their concept will probably be acceptable. Bonus points if you can tie it into in game events as you play.

Fair enough, though to my mind the Ancestry Paragon variant doesn't add much complexity. Players don't have to find an extra ancestry to fit their vision. They don't have to worry too much about feat choice efficiency. They just get a handful of extra ancestry feats tacked on to their otherwise normally created character.

I've got a new, crazy plan. I'm going to talk to my players.

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Greetings :)

I sent an email to the customer service email address a few days ago, but haven't received a reply yet. I never received this order. I thought it was on backorder, but when I went back to check on it, it showed that it had been delivered to my home address.

I asked for it to be sent to my PO BOX, but you all sent it via UPS to my home. The tracking number shows it was left on my doorstep in May, but nothing was there.

Can you check on this please?

Thank you


Male Human

This is the soon to be active Age of Worms PBP game; all characters start off as dwarven barbarians. Forgotten Realms setting. All players already recruited. I'm NOT running this game, but finally get to play in the Age of Worms....


CY 577 7th day of Flocktime.

The Overking is gone. He has been gone for several months now. The joy of overthrowing his iron rule was shortlived. Nyrond and other Iron League nations invaded the Great Kingdom, seeking payback for all the depradations they faced for the many decades of rule by the House of Naelax.

Count Dunstan of Knurl faces a dangerous situation. Emboldened by the chaos in the south, the humanoid tribes of the Bone March boldly march into the Blemu Hills, seeking to sack the town. Desperate to save his hardy little hold, the Count opened the gates to adventurers, some unsavory, to help stave off the tide of certain doom.

You are all gathered in the "Gnoll's Head Inn" in Knurl, along with a crowd of many rough and tumble sell swords, cut purses and spell slingers, ready to hear the Count's announcement tonight. Ale flows freely and rumors of events to the south and the north are thrown about as haphazardly as the darts being played by the trio of drunken dwarves in the corner.

This is my first attempt at a PBP game. The players have all been recruited and I'm keeping it small and familiar to start. Thanks.


Hi,

I sent an e-mail about this to Customer Service a while back, but haven't received a response yet.

Please swap my Planet Stories subscription for a Pathfinder Modules subscription instead.

Thank you in advance!


Long out of print, I'd love to see Planet Stories take on one of my favorite pulp authors.


The yet unnamed Klingon ship is a K-3 gunboat, crewed by:

Lt j/g Karg (1st level expert)
Ensign Khaos (1st level expert) executive officer
Sr. NCO Krall (1st level warrior) Marine & security officer
P.O. Kleese (1st level expert) Weapons officer
P.O. Klurk (1st level expert) Pilot

The ship also has a medical officer, an engineer, an assistant engineer and an assistant pilot, plus a science officer.


I had a moment of panic hearing of 4th edition's release--then I realized that when my current GH campaign wraps up, my seven member gaming group still has two full Lvl 1-20 campaigns pending--Age of Worms and Ptolus, which will both be run using 3.5 by DMs other than me!......so I have plenty of time to digest 4th edtion and make an informed decision for my next full length campaign. My 3.5 books won't be obsolete for at least another 3 years!!!

Whew....!!!!

Maybe 4.5 will even come out before we give up 3.5....


Male Human

I’m going to try a different approach to a campaign log with this one. I’m not sure it will work out as well as the narrative approach, but it’ll be quicker to write and serve the purpose of reminding the players and DM of past events as the campaign progresses. I'm offering my players one action point per game session if they post here to fill in some of the detail that my post may lack

Sypheros 13, 997 YK
Foam River, town of Verselen, Eldeen Reaches, about 100 miles northwest of Greenheart
Mirrim d’Deneith human female sorceress along with three Blademark guild mercenary hobgoblins (Nilbog-scout, Jarvis-fighter, Belladonna—adept/warrior of the Sovereign Host) gained passage on the flat bottomed river boat row barge. Mirrim and her associates sought to travel to Falcon’s Hollow to fulfill an employment contract offered by Gelrion Tess, lumber merchant, who had run afoul of a local lumber union and needed body guards.
Panzadeya half-elf female paladin of the Silver Flame, also passage on Piffer’s boat, seeking to travel to Falcon’s Hollow to deliver dispatches to the local Silver Flame shrine.
Helix male personality warforged artificer, following up on a referral that the lumber consortium needs craftsmen to help repair roads, wagons and barges.
NPCs met: Piffer Gauntlet, knobby kneed, rail skinny and whiskey swilling orc barge captain under contract with House Orien to run supplies to and from Falcon’s Hollow. Enjoys bashing intruders over the head with his steering oar and serving his passengers fragrant goat cheese wrapped in spinach leaves. To gain passage on his boat, you must man an oar for at least 10 hours a day.

Sypheros 15, 997 YK
Foam River, emerging from the Towering Wood about 30 miles southeast of Falcon’s Hollow
Ambush by goblin bandits, who attempt to swing into the boat from trees at a narrow point in the river and harass the party with sling stones. Repelled boarding action, Panzadeya and Helix impressed Mirrim and the Blademark Guild hobgoblins with their élan. 14 goblins KIA, 6 goblins captured, 5 escaped.

Sypheros 16-17, 997 YK
Falcon’s Hollow, about 35 miles south of the Shadowcrags.
Following up on the reasons that brought the barge passengers to the town. After gathering information, Mirrim, Helix, Panzadeya and the hobgoblins agree to join up to help cure the town of the blackscour while adventuring the woods to the north and gaining profit and experience.
NPCs met:
Grenn, laborer at Orien docks who tried to sell a fake blackscour remedy
Bulrin Fenn—Orien docks manager, who gave more details on the town and the blackscour and hired Helix to repair the sagging docks foundation. Also told Mirrim that her client had died of the blackscour days ago.
Brellin—little boy who runs errands for Pendant Argossen, the Silver Flame cleric, and told Panzadeya that Pendant was up north treating lumber jacks and seeking the source of the blackscour.
Valdren Torg—lumber consortium member and lumber magnate, tried to seduce Panzadeya but also helped introduce her to Laurel.
Boudreaux—small warforged scout who expertly balances ales on twin small shields and is a waiter at the Sitting Duck tavern.
Laurel—herbalist and healer who made side deal with Mirrim to obtain the ingredients for a remedy and spoke later that night with Panzadeya about the same issue.
Gavel Thuldrin Kreed—lumber consortium leader, spoke with Mirrim about her presence in town and told Mirrim and her friends he’d offer a bounty on a remedy for the blackscour, as the disease could affect the local labor market and make it harder to recruit replacement lumber cutters and shippers.


Rain and Geldren Holdfast are the children of Berrik Zerifarn, a renowned bandit lord and mercenary company leader who founded a rogue town on the eastern banks of the Delimbyr near the Far Forest. For years he led attacks and raids on whomever he pleased, forging and breaking alliances with humanoid bands, other bandits and even small communities. He acquired great riches and within a few years had several hundred able warriors, wizards and rogues under his command. He played off Hellgate Keep even, sometimes hiring his troops out to the devils ruling the place until Hellgate Keep was sacked and pacified by Turlang the treant and his forces is DR1368. Berrik Zerifarn's bandit-town, known as the "Holdfast" by his followers, avoided the same fate mainly because it was on the other side of the Delimbiyr river and the treants of the High Forest were loath to cross the waters.

King Obould Many Arrows, the orcish barbarian chieftain, became Berrik's newest ally in 1370. Berrik's human raiders often went on missions where orcs couldn't go, deep into the Lords' Alliance territory. During one raid, Berrik and his son Geldren and daughter Rain went along. Geldren and Rain were Berrik's lieutenants and helped run the warband. Usually one of them stayed back in the Holdfast, but this raid was a major expedition to punish enemies of the orcs near Llorkh.

Obould used the opportunity to sack the Holdfast and loot it of its riches. He then set up an ambush and destroyed Berrik's warband when it returned. Rain and Geldren barely escaped with a few followers, who drifted off or died off in their escape attempt, chased by Obould's assassins. Rain and Geldren made it to Waterdeep, determined to gather wealth and more followers and exact revenge on Obould and his orcs. They met Liandrin and Daedalus and were hired into their group of adventurers. Both Rain and Geldren thought it was a perfect way to acquire wealth and make contacts.

Rain and Geldren changed their last name to Holdfast to reflect their burning desire for vengeance.


Admittedly, I am not a computer game fan. I never got into WoW, Everquest...there are very few computer games I really like. I enjoyed Neverwinter Nights during a time when my paper & pen gaming was on hiatus. I picked up Neverwinter Nights II with breathless anticipation and dived into it.

About two weeks later, after trying to play about an hour a day to unwind with a glass of scotch....I no longer play. It's not even mental masturbation like Solitaire or Minesweeper. It's just boring! The stupid quests...the railroading inherent to all computer RPGs....I guess the visuals just don't affect me very much. I haven't played in weeks and every time I start I get frustrated after about 5 minutes because I'm searching some stupid cavern endlessly for some stupid plot necessary thing or person I missed and I can't proceed unless I find that one thing. Graphics? Nice, but baaaahhh humbug!!!

I think I'm through with computer RPGs permanently until the next "generation of virtual reality" arrives....anyone else feel this way?


As my very first 3.5 campaign draws to a close in a few months (characters are now 16th level and the game prep and combat has slowed down to the point of virtual unfun) I'm plotting my next campaign. I won't actually DM my next campaign for at least a year, as I'm handing off the DMing reigns to a friend who's going to run Ptolus and our other game is going to switch to Age of Worms when it has run its course.

Back on topic--I want to run my next campaign story heavy and magic items lite. Very lite....very lite....I anticpate the PCs maybe having one or two magic items between them by 7th level kind of stuff.

Is there a quick and dirty way to adjust CRs for NPCs/Monsters who are stripped of almost all magic? Any advice on converting published adventures to an almost non-existent magic item setting?

Why no magic? I'm tired of the math. I'm tired of having to deck out NPCs like Christmas trees just to challenge the PCs. I'm tired of the PCs walking into town with 43 suits of +2 studded leather they took off the dungeon residents, stuffed into a portable hole. All the frickin' calculations....let's just play!!!!

Last game we lost almost 3 hours of game time to "shopping, selling and converting magic items." I could say that they can't do any converting, but I'm so sick and tired of the magic item logistics, I just don't give a sh*t.

I haven't posted much lately due to work constraints, but I'd sure love some feedback from you guys.

PS: I have Iron Heroes and while I like it, my players aren't ready for it yet and the token system annoys me, so that option is out, although I might stripmine it for some features such as the armor system.


I have a theory now about why sometimes Dragon and Dungeon magazines disappear into the void.

I got Dragon 351 today....in a plain manila envelope with the address label stapeled to the outside.

....with a scrawled note...."sorry".......

.....I think the post office has a machine somewhere that's eating our Dragons.......and I got a postal employee with a consciensce instead of someone who just pitches the magazine into a trash bin.


Jeremy,

I got your e-mail asking me about my manuscript that was due December 1st. I e-mailed it to you on November 28th, but since it may have been eaten, I just resent it to both your e-mail address and to the gatekeeper address, just in case.

I just wanted to let you know here on the boards in case there's something blocking my e-mail. I use gmail and never had trouble before sending stuff to you guys. Let me know if you received it, either here or by replying to my e-mail.

I'm currently visiting family and they don't have a very good internet connection, but I'll check tomorrow.

Thank you!

F2K (farewell2kings (at) gmail (dot) com)


I haven't read the whole adventure yet, as I just got the magazine today, but I love the way the NPCs are presented in "The Sea Wyvern's Wake." A very attractive and useful layout, with the NPC in its own different color sidebar with a little portrait on the bottom of a page.

I hope that becomes a regular feature in future magazines. It's eye-pleasing and functional. Thanks!!!


Hammer5, 1373
My brother and I discussed ways to get into this prison. We decided that we should get arrested, but not all at once. I would go first. I'm not familiar with towns or how people get arrested, but I knew that the city guard would be the ones to get me into this prison. I found my raptor and awakened his intelligence with my "awaken" spell. Thus, I freed my animal companion, for I didn't want him to suffer if I didn't come back from the prison. I gave Bargg to Malar as a gift. I turned the primitive animal hunter into a sophisticated creature, able to reason and hunt with deadly efficiency--a gift worthy of Malar. Barrghh spoke: "You have given me a great gift, Largo, and I thank you." I took off all my gear and gave it to Liandrin to take care of while I was in prison. Unfortunately, I knew little of towns. Hunting townsfolk in their stinking holes was not my idea of sport. I took 10 gold coins and walked into town with only the clothes on my back. I went into a bar and ordered a drink, but no town guards ever came in. I went outside and found a patrol of town guardsmen. I ran up to them and they thought I was a wild-eyed crazy person and asked if I needed to be escorted to a healer. I yelled at them "you killed my brother" and ran up to the first guardsman, who swung his club at me. I took the club away from him and the six guardsmen attacked me, trying to beat me with clubs and halberds. The one whose club I took away drew a shortsword and tried to stab me with it. I took that away from him as well. I yelled "Don't you have something bigger?" The rest charged me and tried to pummel me down. I took away another guards halberd and they tried to wrestle me into the dirt, but couldn't hold on to me. No wonder Malar despises these city folk--they fight like children!! Not even Uthgard children! I ran down an alley with the guards in pursuit. When they struck me with their clubs, I pretended to fall down and they slapped the manacles on me. I was taken before Magistrate Lucius Devries, who sentenced me to 30 days in Blackmaw Prison's hole. I was thrown into a dark cell with nothing but a bucket. My brother Xen contacted me with his magical sending and I replied to tell him what happened to me.
Hammer 6
I was led in shackles to a wagon to be taken to Blackmaw Prison, four hours. Karl Vanderhome was the name of the son of the textile man. Our mission was to protect him from assassination, free him, clear his name, show that the Sentinels were being influenced by the Covenant of the Knife, uncover the influence of the Old Man, kill Sedakis Crane the blackguard, and get us all back out alive. I was very unprepared for this mission. This prison underground was as far away from the dark primeval forests as could possibly be.
I arrived at the prison. Four towers surrounded a U shaped building and a steel elevator that led into a hole in the ground. I was searched and they used a magical wand to check me, I'm assuming for magical powers. One of the half-orc "sentinel" monks threatened me for wising off to him. I was lowered down into the ground, into a 4 wheel spoke type constructed cavern, with a central area and 4 spokes radiating outwards. I was put into a cell until dinner time. At dinner time, I met the other prisoners in the large central room, where the Sentinels passed out a not too bad smelling stew. I was checked out by the other prisoners. I kept my ears open and found out some information. I also saw Karl Vanderhome, who looked a little worse the wear, but was still alive. I overheard several conversations and gleaned the following:
· Jarrett, the original "old man" was killed five years ago
· The new "old man" is actually a woman named "Midnight" who "runs the prison " and has a bodyguard who is a giant turned into medium size permanently
· The former warden Varden Kiang is now a prisoner, because he is a werebear. He killed a werebear prisoner years ago, but was injured during the fight and turned into a werebear himself.
That evening, the rest of the Inquisitors tried to get itself arrested by starting a bar fight in Dramis. They succeeded, arriving in Blackmaw Prison that afternoon. We were rejoined at dinner, where we interacted with the other prisoners to try to figure out how we could succeed at our mission. Of course, I didn't let on that I knew the other party members. During dinner, we obtained the following information:
· Talorn is a cleric of Bane and in general population
Hammer 7
At breakfast, an elderly prisoner whom Liandrin had befriended the night before tried to poison Karl's breakfast surreptiously. I noticed and went to eat the food plate, which had been knocked aside in a scuffle that the elderly inmate had used as a distraction to poison the food. I am immune to poisons, but pretended to get sick to try to elicit reactions and identify factions. Some quick hand signals indicated that the elderly inmate and Midnight knew each other and this incident may have messed up their current assassination attempt.
Myia tried to ingratiate herself with Midnight, but she sent her off after Myia refused to sleep with Gogos, Midnight's bodyguard.

My attempts to call attention to the poisoning attempt of Karl by acting like I had been poisoned were discarded by the guards, who told me to get up and knock it off. Soon after breakfast, all the new people, us and Karl Vanderhome were put on the elevator shaft to go the 2nd level. While descending the elevator shift, we heard a sickening grinding of metal on metal and then the elevator floor tilted and we fell. We all managed to hold on except Karl, who fell down the shaft. I tried to grab him, but failed. I quickly changed into dire bat form and dove after him. I tried to cast "baleful polymorph" on him to change him into a raven so he wouldn't fall to his death, but he shook off the spell. Karl saved himself by landing on the 2nd level landing, cracking ribs in the process. I landed next to him and changed back into human form. I felt like I had to get him out of there, though. They were trying to assassinate us and it was time to act. I cast fog cloud on the landing and then changed back into dire bat form, grabbed the semi-conscious Karl Vanderhome and flew out of the mine shaft. One of the guards hit me as I flew past the first level, but I kept going through the pain. I was outside, free, with the bright light of daylight piercing my batform’s vision.
Meanwhile, the rest of the party tried to get to Sedakis Crane on the third level, but were driven off by a werebear and another guardian.


Top ten things if a gamer became President of the U.S. (not a political thread) (Non-U.S.--feel free to insert your own head of state)

10. The Oval Game Room

9. Security at GenCon would be a b%$!& if the Prez ran a table

8. LARPing on the White House Lawn

7. Someone would write an expose' on the influence and hidden agenda of the nerd lobby

6. White House Press Corps would have to roll up characters if they ever wanted a chance to get picked during the press conferences...'cuz the President only calls you by your character name!!

5. "must not giggle and ask how many ranks they have in sense motive when they ask me if I'm bluffing"

4. Intelligence briefings would have to be boiled down to stat blocks

3. Taxpayers would pick up a subscription to Dungeon and Dragon magazine for every ship, squadron or company in the U.S. military

2. President would get all of his dad's 1st edition buddies into his cabinet ;p

1. Monte Cook would give advice on how to handle a difficult congress


I wanted to take a minute to complement Jonathan Drain and Dragon for this short, but very useful article. I've always had trouble with coming up with balanced curse effects, particularly on the fly in the middle of a gaming session. This article helps a lot with this problem and is really useful for me, as a time-harried DM, to help judge curses on the fly.

The greater bestow curse is a cool spell as well. I hope that the trend of short, useful articles that detail various niches in the game continues. I don't know if the intent was to write an article that is useful to DMs who are short on time, but I hope the trend continues.


I managed to find a phone number and spoke with his significant other and she told me that he's very busy and going to school and hasn't had much time for anything else. That's what I had initially thought had happened, but then his continued lack of communication got me a bit paranoid.

I'm very relieved and decided to post this in a new thread so all those who care about Chris can notice it more readily. I'll apologize to Chris about the intrusion but we love 'ya, man!!! Hopefully I won't end up a victim of "Wingclipper's Revenge."


I had "active shooter" training today. We use simunition wax bullets to practice taking out Columbine style attackers in coordinated building entry and dynamic tactical scenarios. Lot's a fun, lot's of bruises, good training.

During one of the scenarios I was supposed to play the part of a hostage who was supposed to run out of a room, screaming, begging for help and then running down a long corridor.

I was having fun, so I got into it...let forth some blood curdling screams, begging for help and running down the hallway while shrieking hysterically.

The SWAT guys running the training told me "hey, you're a good role-player."

What do they know, huh?


My GH campaign is nearing a massive war. I want to do the following:

Several of my players also play strategy games. I want to use a modified strategy/board game to "play out" a war in Greyhawk, at about regimental or battalion level.

I want to play out the battles in this game over the Internet, between gaming sessions.

I would use the 30 mile hex maps from the original GH set to resolve this war, keeping track of all unit locations at my house, with me feeding the players intelligence via e-mail and allowing them to deploy their troops, make their moves the same way, thus creating a nice fog of war.

I'm quite willing to modify an existing medieval combat wargame system to fit my needs...but my question is--what game system would you guys recommend? I vaguely remember playing a medieval tabletop wargame with hexes and counters back in the early 80's, but for the life of me I can't remember the name of it.

I don't want to get into tactical nitty gritty too much. I'm thinking one turn = 1 day....something like that. Any ideas or feedback?


I seem to recall a 3.5 spell that allowed wizards to read their spellbooks from a remote location, a divination of spell of some sort that allowed spellbooks to stay in a secure location, yet still be read via a sensor like a scrying sensor....can someone help me out? I searched and flipped pages, but can't seem to find it. Thanks in advance.


Yesterday I was running my players through the first test of the Smoking Eye--the test of Judgment at the blinking in and out of Celestia cathedral.

They went down the stairs to find the mummy lord behind his desk. I read out the narrative portion of his statement. I tried to do a raspy, undead type narrative voice.

My players wouldn't stop laughing for about 5 minutes and asked me to repeat the narrative a few times, just for extra giggles.

"What the hell is so funny?" I asked.

"How can he say bebilith like that if he doesn't have a tongue?"

Lesson--don't try to do voices. Go read that narrative block and try to do it with what you think a mummy lord would sound like...it is pretty darn funny.


Chris,

The were_cabbages are getting a bit worried about you. No one has heard from you since mid May and you haven't been posting here. You're probably busy with school and work down in Galveston, but your utter and very sudden disappearance from all electronic communication has us a bit worried...just drop us a line and let us know you're okay--post here or over at the were_cabbage site. If we've pissed you off and you've stopped corresponding with us or you've finally joined the Peace Corps, that's cool too-just let us know so we don't continue to worry. It's just like you dropped off the face of the Earth (which you have every right to do, but we do get worried when a friend suddenly stops communicating)

(We were worried about Ashavan too for a while, but he finally dropped us a line a few weeks ago--real world stuff can sometimes suck the bag)


I'm considering increasing the damage that crossbows do as a house rule. Composite bows can become strength bows because, presumably, a strong person could draw a bow with more draw weight, thus increasing the velocity and stopping power of an arrow.

Some medieval heavy crossbows had a draw weight of around 300 lbs, while traditional bows topped out around 150 lbs at most. My only practical experience comes from deer hunting with a Barnett Demon Crossbow with a 200 # draw weight that used to put bolts halfway through a tree while the composite bow I had could never accomplish that feat (maybe because I was a girlie man, who knows?)

Why would a crossbow with 300 # draw weight not get a bonus to damage if a composite longbow with a heavy draw weight can give the user strength bonus damage, not to mention multiple shots per round?

So, I'm thinking that heavy crossbows should be eligible for the same strength damage bonuses that composite bows can get, for the same cost. The fact that they are a simple weapon would be balanced out by the fact that they take a full round action to reload.

Thoughts? Disagreement by those of you with more historical knowledge than me?


I really have to compliment Paizo on the awesome Maps of Mystery included in recent issues of Dungeon. The "Cinderforge" in #137 is really nice and "The Forsaken Rift" in #136 was very unique and inspirational. I noticed the maps are related (Cinderforge & Forsaken Rift, that is--nice touch!) I've already used "Vault of the Deathlord" from #131 in my GH campaign as the lair of a Suel lich.

Keep it up, those maps make excellent gateways for little mini-adventures or for stocking my campaign world with pre-mapped locations. Great time saver and very attractive maps--I love the sideviews and 3-D maps particularly.

I'm assuming Christopher West is doing these maps, as the compass rose is his signature, yes? Great stuff....


Since Paizo carries PDFs from Silven--will you guys also distribute this PDF when it comes out later this month?

I love backdrops and I had the honor to have a ringside seat at the creation of this product and I will order the finished version as soon as it is available..hopefully others from the Paizo boards will as well. It will be very, very cool.


I love backdrops and I hope that the Impiltur article is cool and such things will become a regular feature. Will another FR City from Ed Greenwood be in the works soon as well?


I leafed through some old issues of Dragon on my lunch break the other day (issues from the early 80's) and there used to be a lot of non D&D stuff included in the magazine.

I understand that Dragon is an "official" support vehicle of WotC's D&D line, but I would really like to see non D&D Wizards D20 products supported (even non Wizards stuff, maybe Wizards/Paizo could get a deal with Green Ronin, Kenser, et al.)

Why? Even if you play only D&D, D20 products for other settings can be a great source of ideas. I was really bummed when "Polyhedron" left the pages of Dragon, then Dungeon. I loved that stuff...great variety and inspirational material--the Iron Lords of Jupiter d20 mini-game was just incredible, for example.

In the old days, there were "Top Secret" adventures and articles in Dragon, as well as Star Frontiers and even an occasional article supporting a non-TSR game or setting.

Even if Dragon just expanded to include an occasional d20 modern article, I would be thrilled. It would add some real nice variety and more spice to the magazine. Most of the d20 modern stuff I've found on the internet is dubious quality at best and I would really love to see some other d20 stuff covered with Paizo's high standards.

...a "class act" style feature to add some spice to the d20 modern base classes would be a really cool thing, for example.

I know that there are many third party publishers of d20 modern material out there, but I'd rather get printed copies of high quality stuff every few months from a magazine I already subscribe to than try to hunt down, research and download stuff off the 'net' in PDF format.


I got #345 yesterday and after Oots, I read the Kostchtchie demonicon article and it is very, very cool. I could think of a campaign where the players have to face thralls of Kostchtchie and aspects of Kostchtchie and all this great background data was included. Awesome article!!!

The rest of the issue was really good too...I definitely got my $8 worth (oh wait, I subscribe, I definitely got my $3.50 something's worth)

The Were_platypus' equipment array class act is a really good idea. I've been kind of doing something similar for several years, but he put more thought and detail into it and it's one of those articles that's instantly useful in any game.

The Sea serpent article is something I've been waiting for a long time without knowing it. It would be cool if some of them made an appearance in Savage Tide, but they're really good for any seaborne campaign.

Overall, there wasn't any weak area in this magazine. I'm not a hopeless fanboy all the time as I've questioned some things Dragon does before, but this issue is just stuffed with useful material.


Anyone else excited about True Sorcery from Green Ronin, which is pending release? I dislike the predictability of D&D spells and this book appears promising to provide a possible alternative for some more free form style spell casting.

True Sorcery


How many of you use or have used Crown Royal bags to store your dice? Are they a cheap cop out to a real dice bag or a gaming staple?

I love them...I have a big one for my regular dice and a small one for a spare set to keep with my d20 modern stuff. I'm not much of a whiskey fan, but I personally believe the Crown Royal bag has had an informal but significant presence in the kit of gamers around the world, as I know I can't be the only one using them.

In the past I've used commercial dice bags (kept coming open), a well made leather German coin purse (lost it, don't know what happened to it) and suede lined wooden boxes to store my dice, but I always seem to gravitate back to the Crown Royal bag, roomy, tough, light and you can tie it shut securely or loop the string around the top for easy opening.

Is it cheesy or classic? What do you guys think?


My first 3.5 campaign has finally reached high level (13+). The party is a meatgrinder. There is only one +5 item in the party, a suit of +5 chainmail and the most powerful weapon is a +3 keen greatsword, so I don't think the magic is too much.

....I'm probably missing something and somebody can point it out to me please, but this high level play...well....it's a bookeeping nightmare. To present a decent challenge, I have to run complex monsters, CR appropriate NPC's with buff spells prepared, magic items, spells to keep track of, damage resistance, spell resistance, etc. etc. etc....the party hasn't seen an orc since 6th level and when they fight...I doze off by the time each one of them has gone through their retinue of full round attacks, each one of which involves 3-4 rolls, then rolls for damage, then adding it all up, keeping track of who got hit, who has what buff spell up, invisibility, blink, the list goes on and on and on....

Sure, the story is fun, but the combats are just a major pain in the ass. If I take shortcuts and try to throw some generic CR appropriate monsters at them, they walk through them like Grant took Richmond.

I'm spending a couple of hours of game prep just on studying the stat blocks from Dungeon magazine or preparing my own stat blocks, making cheat sheets to keep track of all the magical effects and enhancements.

I love the consistency and the clean mechanics of 3.5, but I don't remember the high level stuff being this much of a pain in the butt when I played 1e/2e...sure, it was complex, but there were no full page stat blocks that I recall. Also, the power curve is intensely different than in AD&D. In AD&D, I could throw 8-12 4th level fighters at a 10th level party and it would be a pretty tough fight with some real risk, but tonight I threw four CR9 supported by eight CR10 creatures at five player characters of 13th level and they hardly broke a sweat.

Random encounter tables? I don't want 'em anymore. I can't even imagine trying to run a decent random encounter for a high level party (excuse for me about an hour guys while I study these stat blocks and take notes....screw it, "YOU GUYS ENCOUNTER A DRAGON" flip, flip, flip....here it is in the Monster Manual, all prepared and ready to go--instead of challenging them with good tactics, I'll just keep claw/breathe/bite routine for 3d6+24 pts of damage up.

I enjoyed tonight's game for the story and the RP, but I cancelled the final combat encounter and knocked off early because I looked at the stat blocks of the creatures and just got a headache. I tried to adopt some timesaver mechanics, such as duplicating creatures and re-using stat blocks, but the players sense this and make snide comments like "hey, isn't this the barbarian prince from yesterday with a different color helmet? Let me guess, he has barkskin up...yep, he does, it is the same guy!"

Anyone have any ideas for remedies for the high level blahs? I don't want to adopt a bunch of variant rules, as I'd like to keep things pretty close to standard 3.5. I


I'm not very fond of the standard d20 modern base classes--they're colorless and bland in my opinion. The prestige classes are generally okay. Are there other sources of d20 modern base classes out there that you have tried and might be able to recommend as an alternative?

I'm thinking about making some slight alterations to some of the D&D base classes and using those instead, or allowing players to gestalt d20 modern base classes.

I'm either going to run a freewheeling Dark continent exploration game set in the late Victorian era or a gritty sci-fi game of some sort, with d20 modern as the base system.


I've noticed that in all of the 3 D&D campaigns I run or play in, there is only one character (seventeen total) that wears heavy armor. No one wants those armor check penalties and speed reduction.

Is this a common phenomenon? Could it be that just about everyone that I game with is obsessed with high dexterity scores? It really came to my attention when the party found a suit of +3 plate armor recently and no one wanted it. It doesn't help that there's only one true fighter and one true cleric among the bunch--everyone else is a barbarian/ranger/rogue something or other.

Has your experience with this differed or been the same or have you not noticed this?


How about Paizo publish no campaign world specific conversion notes for the Savage Tide adventure path?

Instead, Paizo has a contest among Dungeon readers for FR, Eberron and GH conversion notes, say 3000 words for each setting. Announce the contest early in the AP, so that DMs can ready their campaign specific conversions for the contest. Publish conversion notes guidelines on the website.

The most entertaining, as judged by the editors, for each setting, gets published in the hardcover. The winner gets the standard writer's publication renumeration and credit.

I think that might be fun and generate additional buzz about the product.


SPOILERS FOR #131 HATEFUL LEGACY

Tonight was one of those classic D&D moments that will be remembered by my players for decades to come. I was running my bi-weekly GH game and running the party through "Hateful Legacy" from Dungeon #131. The party was trying to free a noble captured by the big bad evil guys, Kazgorva and Urgush (sp?). Anyway, this noble was strapped to a windmill behind the mud pits hiding the undead bad guys and was being dipped into the boiling waters of the lake behind him every minute, with a curse on him that kept regenerating him just enough so he'd feel the pain of being roasted alive every minute.

The party was so freaked out by this scene, they used a wand of fly to fly up the wheel en masse to untie the noble and rescue him. Only one person was watching the shoreline--the barbarian/cleric. Kazgorva stepped out of his position of hiding and cast a flamestrike on the party, nearly killing the sorceror and wounding about half of them.

Our hero, the barbarian 4/cleric 8 of Pelor flew towards the mummy monster, unlimbering his greatsword. Kazgorva cast "baleful polymorph" and turned the barbarian into a toad.

Undeterred, our hero "raged" and "enlarged" (even though I know that he couldn't really use his domain and barbarian powers, but he was so into it, I didn't have the heart to tell him no) and declared that he was going to "bull rush" in flying toad form, hoping to distract the creature from casting any more spells.

Unfortunately, he didn't know that the BBEG had an anti-life shell on him. The poor toad impacted the barrier and slid down to the ground with a sickening thwock.......

...oh, the poor player is going to have to endure months of toad jokes from the others. They ended up winning the battle (barely), but the flying kamikaze toad barbarian is already being talked about as a possible prestige class :)


Wouldn't that be cool? I haven't read the AoW because I'm going to get a chance to play in it. I would like a HC so our gaming group can give it to our DM because I don't want to lend him my magazines for that long. There are many adventures in those particular issues that I am running or going to run and I don't want to lend them out.

So, for purely selfish and self-centered reasons, an AOW HC would be an immediate purchase for our group.


Thinking about this, it would probably be better placed in a Campaign Workbook in Dungeon......but still...I'd love to see it.


What did you guys think of this series? I thought it was okay, certainly better than the D&D movies, although the acting was still pretty lame. The story had a lot of potential, but it seemed a little mishandled. I liked the late Roman/Dark Ages backdrop with mild sorcery...nice longship scenes and okay battle sequences. The actor for the main character, the blacksmith dragon slayer, was in my opinion, the low point of the series. I also didn't care for the implied "social" lesson in how wealth and power corrupts, but perhaps I'm just being too harsh. Max von Sydow was the high point....the queen of Iceland was okay too, but the king and the stereotypical scarred evil advisor were just a bit too cliche'.

For a Sci-Fi channel miniseries, it was pretty good overall, IMO. Not as good as Dune, but watchable (once).


I just noticed something and wanted to start this totally off the wall thread about it--well, because there could be some theory there.

All my gaming friends carry some sort of "preparedness" accoutrement. I have a swiss army knife on my key chain, for example. Others in my circle of gaming friends carry, Leatherman tools, Fairbairn combat knives, Gerber utility knives, other swiss army knives and similar things.

By carry---I mean, they have these things with them no matter what....

Most of my friends who are not RPG gamers do not carry such things...

Are we gamers secretly fascinated with the multi-purpose tools that don't increase our encumbrance category and allow us to tackle those little things in life that need to be tackled with the right little tool at hand? Is the Swiss Army Knife our secret set of thieves' tools?

What do you guys routinely carry with you or in your vehicle? Is this just an aberration of statistics or am I on to something?

Here's what's in my truck at all times:

.357 revolver with spare ammo(I'm legal in all 50 states)
emergency blanket (the little silver reflective body heat retaining kind)
1 case of water bottles
tool kit
first aid kit
heavy duty jack
spare blanket
bandages
fire extinguisher
Folding knife
Snake bite kit
CPR one-way mask

I'm not a survivalist or subscriber to "Bomb Shelter Monthly" but I've come to realize that for the last 20 years, I've always filled up the empty spaces in my vehicle and pockets with things that are handy to have "just in case." Has playing RPG's, where lots of time is spent on preparedness inventories for characters, predisposed my brain to think like I need to be ready to go "adventure" at the drop of a hat--totally subconsciously?

Am I just a big weirdo? Probably.....


I'm considering picking up the Thieves World D20 books from Green Ronin to use for my next campaign. Are they any good?

I loved the short stories and am getting ready to read the novel that came out a few years ago.

I'm also thinking of placing Sanctuary in Greyhawk. I was thinking on the Wild Coast ca. CY580 before the Greyhawk Wars, about where Fax is now....make Greyhawk be the "kingdom" that Sanctuary is located in. I know it'll take some shoehorning. Any other locations for Sanctuary in GH that might be suitable?

I don't recall there being a lot of detail of the area around the city...just a map of a peninsula and a few locations scattered about. I don't seem to remember that it would have been too difficult, terrain wise, to drop into an existing campaign, but like I said--I haven't read the D20 book on Thieves' World. I like the idea of putting Sanctuary close to the City of Greyhawk as kind of its dirty rival and the orc hordes of the Pomarj stirring to the south....plus the slavers are nearby....I really think it might be cool.

Thanks in advance for your thoughts and feedback...


I see some topics twice. I tried to reply to a post and found that the post I quoted was a totally different one that the one I had hit "reply" on. Then when I went back to look, the post that was included in my reply wasn't even posted on that thread.


I'm pretty easy-going, especially on criticism of Paizo, but really:

"Bow down before Baphomet, Demon Prince of Beasts"

Hmmmm.....I'm a parent taking my teenager to the FLGS because they've been bugging me to buy them some D&D stuff. I'm a little nervous because I'm not in a traditional store, there's some weird stuff floating around....but it seems okay until......I read the cover of Dragon 341.

Hmmmmm....I'm a parent going through my teenager's room looking for condoms or pot, stumble across his or her D&D collection and then......I read the cover of Dragon 341.

Do we really have to make it that easy to make the ignorant attack our hobby? If you think I'm off base here, I welcome and want to hear your counteropinion.

I know that someone might buy the magazine just because of the "in your face" article title, but are the additional sales that might generate worth the unwarranted and "off-the cuff" dismissive criticism? Maybe it is, please tell me if you know.

I recently brought two high school kids into the hobby. The only reason they were allowed to play is because the parents know me and trust me and I gave them the whole "it's just a game sales pitch." This magazine, had they seen it at that time, would have probably ruined that.


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I'm currently reading two books:

The Triumph of the Sun by Wilbur Smith (Fall of Khartoum, 1885 in the Sudan, fictional heroic adventure novel set with the Mahdist-British war as a background)

Day of Infamy by Harry Turtledove, what if alternate history book about what would have happened had the Japanese followed up the Pearl Harbor attack with a seaborne invasion of Hawaii.


One more thing that I just remembered--is one of the reasons the magazine is printed in such bold color throughout now because a B&W magazine could be too easily scanned and digitized by copyright thieves/pirates?....'cuz if that's one of the reasons, then I understand completely.


I just read Hateful Legacy in #131 and I really think it's a potentially great adventure. I loved the setting--very unique. The bad guys are pretty memorable, too. I actually plan on using it in about 3-4 weeks, maybe sooner, depending on the events of my next gaming session.

However, I plan to change the setting of the valley to the Southern Hestmark Highlands that border the Vast Swamp. I will use an alternative adventure hook that ties into my own campaign instead of linking this adventure to the Hateful Wars.

I don't anticipate that this will be a problem, but if any of you Greyhawk afficionados have an opinion, I'd appreciate the feedback.


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What trips have you taken or what places have you visited that really got your creative thoughts flowing? What places in the real world made you think of how cool a place like this would be for D&D?

I'll start--

Schloss Windeck near my old hometown in Germany..it's a ruined castle that's not on most tourist maps. When I visited there with my family in 2000, there was no one else around and the castle was fog shrouded. We parked our car at the base of the hill that the castle sat on, in the town of Windeck near Eitorf/Siegburg about 35km from Cologne, Germany. My wife, daughter and I climbed up to the castle through the cold, clammy fog and spent over an hour climbing around the ruins, discovering medieval graffiti carvings, 500 year old scorch damage and thinking about D&D a lot!!!

From what I remember, the Archbishop of Cologne had a whole series of castles and strongholds that used to communicate via light flashes and could get messages around the whole region within a few minutes using that system.

Carlsbad Caverns in New Mexico. Probably the most awesome D&D inspirational location I have been to. Descend straight downwards via switchback trails...go when few other tourists are around and half-close your eyes and imagine drow peeking around the stalactites. Smell the bat guano and sit outside the main cavern entrance at dusk when the bats take flight. Think about what it would be like to have to climb down into the cavern with just a rope, a torch and your sword to keep you company....faint dripping of water, distant hollow voices, fantastic natural scenery...one of my favorite places in the world.

Four Corners area--Shiprock, Mesa Verde, San Juan Mountains--you go from a "Dark Sun" stark desert with monumental vistas and rock formations up into pine-forest mountains. Cliff-dwellings, primeval forests. The Durango-Silverton railroad trip made me think of the Misty Mountains and stone-hurling giants (maybe because it was thundering at the time.)

Tangier, Morocco--I didn't play D&D yet when I visited there with my family when I was a little kid, but the narrow streets, street vendors, stalls, white washed buildings, camels, throngs of humanity, the exotic smells, the yelling hagglers, the snake charmers and sword swallowers sent to entertain the gawking European visitors, the harbor...I still remember it clearly.

The "Hexenbaum" in the Nutscheid Forest on a ridge overlooking my old hometown of Waldbroel, Germany--an ancient oak tree rumored to have been used to hang witches back in the 17th century (probably not true, but scary enough for a 10 year old). My friends and I used to bicycle up there just around dusk...to stand there and touch the witch's tree as the sun disappeared and the dark forest got even darker...to ride home as fast as our legs could with only our little bicycle dynamo powered lights...the shadows playing tricks on your mind and imagining wart covered hags chasing us all the way back home.....


Does the protection from evil spell and similar effects only provide protection against creatures with the evil subtype (such as evil outsiders, etc), blackguards and evil clerics or does it work against any creature with an evil alignment?

I searched the core books and couldn't find a clear rule on this. Can anyone tell me where the rule is or enlighten me?

Thanks in advance!


I'm a bit stressed for time and could use a little suggestion or pointer. I have all Dungeon issues from #83 on and I need an idea for a good swamp adventure for 10th level characters.

My party is getting ready to hit the Vast Swamp south of the County of Sunndi and I want to have something on the back burner in case they turn in an unexpected direction.


This may have been requested before, but here it goes:

Since Paizo can publish non-OGL material and WotC proprietary material , how about comprehensive encounter tables including creatures from Dragon, Dragon compendiums and all the WotC proprietary monster manuals included in a future issue or series of issues? THAT would totally kick ass, because encounter tables that incorporate non-OGL material now are severely lacking.

I really enjoyed the d8/d12 system by terrain type and climate that was presented in 1st edition MMII.

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