Pathfinder Maps Subscriber
Joan, Thank you. I sent back the boxes as the email instructed me. then I got an email that they had been returned and they were sending me another case and case incentive and a new order was generated. I responded to that email, but I doubt that it has been read. Now I will get another case of Legendary Adventures that I don't want because I already have two from my original subscription. And there is no reimbursement in sight which is leaving me short for the new set that I have also received an email that the order has been generated (this one I want).
Pathfinder Maps Subscriber
I have had the same experience. I have all the content for HL PF1, and I love it. I have used it for years, and most of my players use it too. I tried HLO and I had a hell of a time making a character. It was brutal. I think PF2 should be a new game in HLC. It worked and I get it is a new game, but I doubt that I will try it again any time soon, if at all. I also tried Realm Works and for some reason lost all my data. It was days of input. I will not go there again either. Give me my classic or forget the whole thing I think.
Pathfinder Maps Subscriber
The Globe of Invulnerability spell says like Minor Globe except it stops 4th level spells. Minor Globe says it can be dispelled by Dispel Magic. It does not make sense to me that a Globe that will stop 4th level spells can be undone by a 3rd level spell. What makes sense to me is that it would take Greater Dispel Magic. Any advice on this? Thanks
Pathfinder Maps Subscriber
I am also an HLC user who has been happy for years. I purchased all of the data packages (at least the Paizo ones). I tried HLO and I found it difficult to use. For me it did not seem intuitive. I made one character and felt it was a horrible experience. I recently received an email reminding me that my membership needed to be renewed. I don't think so presently.
Pathfinder Maps Subscriber
A group I have been running in the Lost Lands came up with an underdark group. There was good reason at the time. Two were Drow and a couple of dark gnomes and a hobgoblin I believe. They were not greeted with love where ever then went. As a matter of fact due to some unfortunate events Drow were banned from Bard's Gate by law due to some of their exploits. The Lost Lands is rough on characters, and they are down to one Drow, and one dark gnome. And they stay away from large cities these days.
Pathfinder Maps Subscriber
There has been a lot of talk about the Lost Lands Campaign Setting, but no real date. I expect it will not be until next year at the earliest. Greg has done a lot of work on it over the past few years. I was talking to Bill several months ago, and he said since 5th edition came out Pathfinder is not really selling well. I usually buy all three versions, and I would like to see a Pathfinder version for sure. I also understand now that PF2 has been announced there is reluctance to put out PF1 stuff (and who can blame them). Now, one of the things that keeps me from going to 5th is that there is so much Lost Lands material that is not done in 5th Ed. I have been running a Lost Lands campaign for three or more years, and still want to run The Cults of the Sundered Kingdoms, Tsar and the Sword of Air. I think most everything else made it to 5th. Being the group is in Rappan Ahtuk currently, maybe the 5th ed release will be my move.
Pathfinder Maps Subscriber
Entering a threatened space does not provoke an attack of opportunity. It is leaving a threatened square. If the creature has reach, only one attack can be made if they leave the threatened square 10 feet out into the square adjacent to the creature making the account. I do not think you can make two AoO against the same person even with combat reflexes, but I also think it has never come up in my game.
Pathfinder Maps Subscriber
Elfteiroh wrote:
I agree I will like the new death mechanics. I may bring them into my PF e1 game in the future after I get the BETA rules. I have so much stuff in 1e I have not played yet, that I want to play. It will be glorious.
Pathfinder Maps Subscriber
I do not see how healing is a problem. With channeling the parties in my groups are usually almost fully healed in the middle of a combat. And is rarely in too bad of shape at the end of the battle. I would actually advocate for the channeling to be taken out of the game. I am not sure about the spells being underpowered, but someone should not be knocked unconscious and then jump up and be ready to fight again. They should need rest and recuperation.
Pathfinder Maps Subscriber
For me channeling is already too powerful. I hope they take channeling out of the game. And I do not buy in to this idea. In the old days groups would sometimes have to go back to town for a week or more to heal completely. This never happens anymore. They heal in the middle of the battle to the point where they almost always win because the bad guys could never keep up with the healing that goes on. Channeling is the worse. I thought so when it came out, and I almost house ruled it out. I wish I had, and if it is still part of 2.0 I may house rule it out anyway, but it is tough when I have let it ride for 10 years. I vote no to make the game more like a video game.
Pathfinder Maps Subscriber
The rest of the adventures. The Missing Pin by Alex Kammer (for 4 to 6 characters from 2nd to 4th level) In the Time of Shardfall by Michael Curtis (for 4 to 6 characters of 5th to 6th level) The Covered Bridge by Kevin Wright (for 4 to 6 characters of 4th to 6th level) Awakenings by Steve Winter (for 3 to 5 characters from 1st to 3rd level) Cave of Iron by Steve Winter (for 4 to 8 characters from 2nd and 4th level) Nightstone Keep by Ed Greenwood (for 4 to 6 characters from 4th and 6th level) A Midnight Council of Quail by Lance Hawvermale (for 4 to 6 characters from 3rd and 5th level) The Desperation of Ivy by Lance Hawvermale (for 4 to 6 characters from 4th and 7th level) Pictures at an Exhibition by Dr. Dennis Sustare (for 4 to 6 characters from 4th and 6th level)
Pathfinder Maps Subscriber
Hey Dave, The Hunter’s Game by Tom Knauss (for 4 to 6 characters of 4th level)
Fishers of Men by Tom Knauss (for 4 to 6 characters of 6th level)
Forgive and Regret by Tom Knauss (for 4 to 6 characters of 8th level)
God of Ore by Tom Knauss (for 4 to 6 characters from 4th and 6th level)
A Little Knowledge by Tom Knauss (for 4 to 6 characters of 5th level)
Between a Rock and a Charred Place by Tom Knauss (for 4 to 6 characters of 7th level)
War of Shadows by Tom Knauss (for 4 to 6 characters of 8th level)
I think that is it. I will put the rest of the titles in my next post.
About GreepTheriopodid Proudtalon is from Raerth, a distant planar world. Like many such spheres, Raerth has a distinct theme. Once just a normal world, it happened to be the birthplace of the one now known as The Ancestor. T. A. was a slightly mad (epic class) sorcerer with a fetish for reptiles. Once he was done with his oddball casting, Raerth was populated with reptiliod variants of the various races (rhumans, relves, drarves, grones, rorcs, retc). Theriopodid is a robbit (in game terms identical to a halfling except for appearance). Like many Proudtalons, Theriopodid has itchy feet (talons?). One of his forebearers, from before the Adjustment, was said to hail from another plane. So when Theriopodid was presented with the chance to join a planar caravan leaving Raerth, he jumped at it. Unfortunately, his unfamiliarity with planar booze resulted with him waking up from a three day hot mud bath at the World Serpent Inn. Since his employer had left without him, he has been paying his tab by acting as a maintainence man (robbit?)- cleaning as needed and repairing broken crockery. As his name is difficult to pronounce without a snout, he's known as Greep, after the croaking sound he peppers his speech with. Skills
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Acrobatics +10 Sense Motive +8 Diplomacy +8 Linguistics +8 Perception +7 (Kit bonus +4 to search crimescene or other mystery)(+2 for listen and taste) Profession (clerk) +6 Stealth +13 Disable Device +8 (MW tools +2 to open locks) Use Magic Device +8 Spellcraft +9 K(Arcana) +9 Climb (untrained) +1 Languages: Spoiler:
Common, Halfling, Draconic, Goblin, Abyssal, Auran, Terran, Undercommon Although his early training was as an assistent to an inspector general for a thieves' guild, Greep also enjoyed magical training from his Uncle, a (minor) professional wizard. When he was accepted as a member of Polynesia's planar caravan, the inspector presented him with one of Greep's most prized possessions- a masterwork pen- to honor his years of service. His Uncle, not to be outdone, gave him his bonded item- an attractive mithril 'wand', suitable for enchantment. Greep continued his education by watching and learning and asking questions of his fellow caravaners. Now, he can't wait to find a better position than as handyman at the World Serpent Inn. He's heard of a new merc company that's hiring- the Silver Rose. And he's joined them.
Game Stats
Racial Abilites
Spoiler:
+2 Dex +2 Int -2 St
Small: +1 AC +1 tohit +4 Stealth Speed: 20' Keen Senses: +2 Perception (sound, taste) Surefooted: +2 Acrobatics & Climb Luck: +1 all saves Fearless: +2 vs fear Weap Fam'l: Prof( Sling) Beginning Lang's: Common, Halfling Favored Class: Rogue Class Abilities Rogue
Wizard
Spells Known
Spoiler:
0:All except (daze, disrupt undead, touch of fatique)
*0:Amanuensis (pg 9 Spell Compendium) *0:Launch Bolt (pg 130 Spell Compendium) 1:Animate Rope 1:Expeditious Retreat 1:Reduce Person 1:Mage Armor 1:Instant Search (pg 124 Spell Compendium- Swift Action) 1:Nerve Skitter (pg 146 Spell Compendium- Immediate Action) 1:Ancient Knowledge (pg 94 Eberron Book Of Magic) Ancient Knowledge (divination) (bard 1, sor/wiz 1) Comp: V,S,F (ivory worth at least 100gp) casting time(1 min) range(personal) target (you) duration(1hour/lvl or until discharged) "You tap the knowledge of fate and fortune, giving you a greater ability to focus on a particularly difficult academic problem. Before making a Knowledge check, you can decide to discharge this spell as an immediate action to give yourself a +5 insight bonus on the check. If you do not have any ranks in the Knowledge skill, it is still treated as an untrained check." note: greep does not have ivory yet *1:Identify *1:Enlarge Person (* = purchased and learned) Typical Spells Per Day
Spoiler:
0: Launch Bolt , Detect Magic , Prestidigitation
1: Reduce Person , Instant Search From Bonded Item: 1 spell out of any known, any level Feats
Spoiler:
Investigate (Eberron Campaign Setting, pg. 55)
Cull Wand Essence (Magic of Eberron, pg 46)
Scribe Scroll (from wizard class) Dodge (from rogue class) Gear (22.5 lb lt load/ 45 lb med load/ 67.5 lb hvy load)
Spoiler:
*Dagger .5 lb 2gp (+1 tohit, 1d3-1dam/ +5 tohit, 1d3-1dam, 10' rng)
*Crossbow Bolts, Lt (10) 0.5 lb 1gp (+5 tohit, 1d6 dam, 80'rng) *Sap (MW) 1 lb 301gp (+2 tohit, 1d4-1 dam, nonleathal) Studded Leather Armor (MW) 10 lb 175gp (+3 armorbonus, +5 maxdex, -0 armorpenalty, 15% arcanespellfailure, 20' move) Backpack 0.25 lb 2gp Bedroll 1.75 lb 0.1gp Waterskin 1 lb 1gp Whetstone 1 lb 0.02gp Flint & Steel 1gp Soap 1 lb 0.5gp *Explorers' Outfit 2 lb free Artisans' Outfit (worn) 1 lb 1gp *Pouch, Belt 0.125 lb 1gp *Rope, Silk 5 lb 10gp *Signal Whistle 0.8gp *Spell Component Pouch 2 lbs 5gp Spellbook (spells) 3 lbs 15gp *Spellbook (empty) 3 lbs 15gp *Thieves' Tools (MW) 2 lbs 100gp *Inquisitives' Kit 4lbs 300gp (Eberron Campaign Setting- pgs 121-122) Total: 39.125 lbs 931.42gp *1 ounce salt in a cheap cloth pouch pipe (used) 2gp *Worn Gear: 20.125 lbs Special Gear
Spoiler:
Mithril 'Wand' 1 lb 500gp (bonded item) Psionic Tattoo (lvl 1- Astral Traveller) 50gp (Expanded Psionics Handbook- treat as 'potion-of-join-astral-caravan', 1 use only) Potion of cure light Wand (lvl 2) Cat's Grace 5 charges 450gp -1charge Wand (lvl 1) Expeditious Retreat 2 charges 150gp ("Cursare" to activate) Wand (lvl 1) Animate Rope 8 charges 120gp Inkpen (MW) 6.1gp Broach, Silver (symbol of the Company of the Silver Rose) Scrolls (learned 2x 0, 2x 1st) 75gp
Cash: 14gp 1sp 6cp (-1gp for publican bribe)
Overall Total: 2700gp Rolls:
Spoiler:
d20:1d20=12, 1d20=7, 1d20=15, 1d20=19, 1d20=10 perception +7(+2 listen/taste):1d20+7=14, 1d20+7=16, 1d20+7=24, 1d20+7=17, 1d20+7=16 diplomacy +8:1d20+8=26, 1d20+8=23, 1d20+8=24, 1d20+8=9, 1d20+8=17 attack (ranged)+5:1d20+5=12, 1d20+5=12, 1d20+5=21, 1d20+5=10, 1d20+5=12 attack (melee)+2:1d20+2=3, 1d20+2=11, 1d20+2=11, 1d20+2=16, 1d20+2=21 damage (launch bolt):1d6=2, 1d6=2, 1d6=5, 1d6=6, 1d6=5 damage (sap):1d4-1=2, 1d4-1=2, 1d4-1=1, 1d4-1=2, 1d4-1=3 |
