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How do boxes checked during Season 6 work for Season 7? I read the bottom of the Season 7 cover sheet and am confused how this is suppose to work. I have some goal boxes checked on the Season 6 card. The Exchange Examples: Earn at least 100 gp as the result of a Day Job check. This counted as a goal. Earn at least 50 gp as the result of a Day Job check. This counted as 1 of the 2 boxes to complete a goal since there were 2 boxes and I only checked 1. Now, it's Season 7. What am I suppose to do? ![]()
How do boxes checked during Season 6 work for Season 7? I read the bottom of the Season 7 cover sheet and am confused how this is suppose to work. I have some goal boxes checked on the Season 6 card. The Exchange Examples: Earn at least 100 gp as the result of a Day Job check. This counted as a goal. Earn at least 50 gp as the result of a Day Job check. This counted as 1 of the 2 boxes to complete a goal since there were 2 boxes and I only checked 1. Now, it's Season 7. What am I suppose to do? ![]()
Ethereal Gears wrote:
What is "trench fighter archetype"? ![]()
FAQ wrote: So, without any extra feats, your granddaughter's dinosaur can wear barding and a neck-slot item, such as an amulet of natural armor with no difficulty. Thanks. I would have never figured that out from the way the additional resources was worded. ![]()
Flutter wrote:
What about the additional resources statement that I quoted? ![]()
Benchak the Nightstalker wrote:
Pathfinder Player Companion: Animal Archive *Note: The Animal Magic Item Slots table found on the inside front cover of the book is not legal except under the following conditions. First, an animal companion, familiar, or bonded mount, may choose one slot listed under its body type when taking the Extra Item Slot feat (this feat may be taken multiple times, each time selecting a different available magic item slot based on the creature’s anatomy). This ruling confuses me. My granddaughter has a dinosaur for her druid and I was going to put an Amulet of Natural Armor +1 on it but discovered that it needed the feat Extra Item Slot, if I am understanding the rule correctly. ![]()
Da'ath wrote:
Yes. Thanks. I think he/she did a great job. ![]()
W E Ray wrote:
Because it's the rule. A better question would be "Why are we limiting GMs to one credit?" But, remember that in some earlier Living Campaigns, GM's got no credit and couldn't play the adventure if they had already run it. I don't care what rule you make, someone will complain. ![]()
In my campaign I've let them have character classes as well as the dragon physical and other special traits. We are using the old Dragon magazine for dragon advancement. So, their current level is 6th per the magazine which gives them 4 D12 Hit Dice and what I've added is 4 class levels. No extra hit points, but they get the special abilities from their classes. The reason I added the class abilities was to give them some variation. So far, so good. ![]()
The possibilities I see are: 1) You can see if folks would be interested in playing some modules. 2) Some folks could replay without getting the credit under the current rules. 3) Some folks could replay using one of their GM stars. Hopefully, that will be changed from lifetime to annual. 4) Take turns as GM. In a small group, that could mean that some folks won't be able to have enough players for some adventures that they ran for the group. Any others that I haven't listed? ![]()
Michael Brock wrote:
Thank you. I have 20 more to run to get my 4th star. Shouldn't be too much longer. ![]()
Sorry if I missed this but I don't understand what "This year we're releasing The Ruins of Bonekeep, Part 1: The Silent Grave as an exclusive scenario for qualifying GMs, who can now run the adventure anywhere. These GMs should see the scenario in their downloads early this week. Keep in mind that when qualifying for one's fifth star, all Ruins of Bonekeep adventures contribute to a GM's 10 required Exclusive or Special events." What "qualifies" a "qualifying GM"???? ![]()
Paz wrote:
If they ever take a vote, I'd be voting for annual refresh. ![]()
My experience with "evil" campaigns has been very bad. I fear that you will have pc vs pc problems. I'd love to hear how this campaign works out. As for them dying early on, that does give them the opportunity to create a better character so don't worry about having 1 or 2 of them get killed. I hope they are smart enough to know when flight is better than fight. Good luck storming the castle. ![]()
I have started my own dragon campaign. I am using the Dragon magazine #320 which shows a 20 level progression chart. My questions are "Has anyone made such a chart for Pathfinder dragons?" I'd love to get a copy. "Or, has anyone done this using Hero Lab?" I haven't been able to figure how to do that. This was started when a couple of our regular players couldn't show up for one evening. I had them all start as clutch mates that mom dropped off with some old adventurer friends while she took a "nap". To make them different, I'm allowing them to have character class abilities and skills equal to their dragon hit dice. To make things more difficult, the world they live in is sort of like the movie "Dragon Heart" where humanoids hunt dragons (ALL DRAGONS) for their body parts. Many, many humanoids and very few dragons. To get them out and about, I had a group of very large red dragons destroy their village and their babysitters. The second session was done with roll20 which I am just starting to use. ![]()
I tried to look for a thread that covered this but couldn't find any. What I like:
What I'd like to see changed:
What do the rest of you like or would like to be changed? ![]()
1) I usually tell my players that an "evil" character is not allowed. 2) If the rest of the group is willing to play with one or more PCs being evil, I have let them do that but warn them that all their actions can have consequences. 3) We have tried “evil” campaigns, but they usually end badly. 4) I was playing in one game in which the rogue PC stole my pouch. Unfortunately, for him, it was my spell component pouch. I role played it; since, I failed my perception check. That game ended too soon to see what the eventual consequences would be. 5) Just because someone is not playing an “evil” character, doesn't keep them from being a jerk and really spoil the game for others. We had one such player and everyone decided to not allow him to play. 6) Depending on my character and the other PC's actions, I have informed the group that my PC refuses to adventure with that PC. 7) Remember, we play the game to have fun. ![]()
What is your world setting? Do "knights" or other member(s) of the party have the authority of "low justice"? The "Efficiency" argument doesn't seem to hold up as to the time he took with the duel, and burning all the bodies. IMHO Especially, if it was pointed out that there was no major time issue and the "proper" authorities were within a reasonable distance to turn them over and still get the healer in a timely manner. It appears that the "bandits" were murderers and tried to kill everyone in the party, so I can understand the belief that killing them was the correct action. However, if your "world" is similar to our real world, killing them would, most likely, be considered "murder". On the other hand, if anyone in the party had the "right" and "duty" to judge them and order their execution; then, I don't see any problem. Were any of them questioned before killing them? That would take time; but, might have had the benefit of finding the magic user who escaped. In the end, as judge, it's your call. ![]()
I didn't notice any comment about "RANGE INCREMENT" or any change to "THREAT RANGE" since the HotA states . . . "treated as a ranged attack with a thrown weapon" ... and THROWN WEAPON states "Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. Such a weapon has a range increment of 10 feet". Does the attack have the range increment of 10 feet? Is the attack threat range "20" no matter what weapon you use? Hand of the Apprentice (Su): You cause your melee weapon to fly from your grasp and strike a foe before instantly returning to you. As a standard action, you can make a single attack using a melee weapon at a range of 30 feet. This attack is "treated as a ranged attack with a thrown weapon", except that you add your Intelligence modifier on the attack roll instead of your Dexterity modifier (damage still relies on Strength). This ability cannot be used to perform a combat maneuver. You can use this ability a number of times per day equal to 3 + your Intelligence modifier. Thrown Weapons: Daggers, clubs, short spears, spears, darts, javelins, throwing axes, light hammers, tridents, shuriken, and nets are thrown weapons. The wielder applies his Strength modifier to damage dealt by thrown weapons (except for splash weapons). It is possible to throw a weapon that isn't designed to be thrown (that is, a melee weapon that doesn't have a numeric entry in the Range column on Table: Weapons), and a character who does so takes a –4 penalty on the attack roll. Throwing a light or one-handed weapon is a standard action, while throwing a two-handed weapon is a full-round action. Regardless of the type of weapon, such an attack scores a threat only on a natural roll of 20 and deals double damage on a critical hit. "Such a weapon has a range increment of 10 feet". ![]()
I was looking for any discussion that covered: Flyby Attack to pick up a object on the ground. This is the situation and my ruling. A player used "burning disarm" on a harpy to make it drop the mace it was holding. I had the harpy do a flyby attack to pick up the weapon and fly up. From my reading on the group, there is a lot of disagreement over how flyby attack should work and the player believed that the harpy would have to land to pick up the weapon. After doing this, the harpy would not be able to move or fly. Thoughts? ![]()
Sean H wrote:
You do get credit towards more stars. ![]()
The biggest problem I have is that sometimes I don't understand what the author is trying to describe. The three dimension areas with dashed lines and different heights will confuse me even after reading the text description repeatedly. Players will always come up with actions that are not covered in the adventure text or even the game rules. That is the reason the game is played with a judge. I try to follow the adventure text as best I can but also try to be flexible in dealing with the players' actions. Do the best you can for everyone to have fun and don't lose any sleep over your mistakes. Just try and learn from them. Remember, we're only human and we play the game to have fun. :) ![]()
The rule as written:
In the game in question, I didn't see the PvP combat as to the "Death" but to stop the PC from doing something the other player found to be morally wrong. Alignment Infractions
The problem here is that the PC was trying to save a creature that the PC believe was innocent so I don't see that player's actions a "EVIL". Also, I don't see their actions as "behaving like a jerk". I would have to admit that I failed to follow the prohibition of the PvP rule. My bad. I really had a problem adjudicating the situation. However, I believe that all the players were OK with what we ended up with. All I can try to do is better next time. :(
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