Nope, sorry, I think it's listing my old address only as my billing address, not the shipping address, but it should still be changed, and I can't seem to.
When I go to payment methods, 416 comes up as the billing address for my subscriptions, but when I click "change payment method," the address on the new screen (the one that I'm supposedly changing) is 810. The 416 is a weird ghost of an address.
I was just checking on my order status, and noticed it had been shipped to my old address of over 3 years ago. I can try to check with the current resident for my package, but I don't know why the old address was used. I've received my subscriptions and other orders here at my current address just fine. Please clean my records of 416 E Lafayette. Only 810 Baker Ave is correct!
I guess I'm not so much worried about him crafting what they want or the wealth by level; that's manageable, since I still control how much gold they ultimately get. And philosophically, I don't mind that the player designs his own cohort; it fits his character concept and I do still have control over him as an NPC.
I did like Lightbulb's point that either way it's effectively trading one benefit of a cohort (spells cast in combat) for another form of magic that can be similarly used. So I'm leaning towards just letting his cohort level as normal, and just managing the WBL.
But still, what I'm curious about is whether the cohort should/would gain XP when not adventuring actively with them. It's as much a mental exercise as anything. To take it to an extreme, if a cohort were in stasis while his leader was out adventuring, would he come out of stasis with more XP? If not, then why would the stay-at-home crafter? What's he done to earn XP? Simply honing his craft, like the 3rd-level expert baker?
I think it fits my sense of verisimilitude that the cohort be there to actually gain "heroic" XP, although I can see that he could still be earning "non-heroic" (NPC) style XP just by practicing his craft at home. I expect my player to argue the latter. But ultimately the cohort's a wizard (a heroic class), not an expert, so I think it's reasonable to expect he earn heroic XP.
And yes, reducing wealth via found treasure will be essential, thanks for the reminder. I hate having to regularly take inventory, but such is the burden of a GM!
I'm currently running a Kingmaker campaign. I have a player who's taken the Leadership feat to design an item crafter. In 3.5 this would have been balanced against the XP cost of making the items, but now he can make as much as the party can afford. Plus, with Kingmaker, time is no obstacle. My concern is that the cohort is never brought out to adventure. He's never in any danger, and is merely sitting at home, churning out half-price items. (At present the players are all still within their gp per level, but for how long).
The Leadership feat is not explicit about in what circumstances cohorts earn XP, or whether they simply gain a XP as their leader gains theirs. It only says they earn scaled XP, rated off the levels.
So should I simply award the cohort the scaled XP based off his leader, or should I require that he actually engage in actual adventuring/exploring? I'm leaning towards the latter, since it slows down the gp per level inflation. Any thoughts?
Thank you so much!
Gary Teter wrote:
If I had to guess what happened, it would be that at one point during your fiddling you switched to "Never hold anything," which the system currently interprets to mean "I'm tired of waiting for this stuff in my sidecart to ship, please ship it now."
Yup, that's probably what I did. So mystery solved, and a happy accident that I get my stuff sooner. Thanks, Gary.
I was fiddling with this page, lamenting that I had to wait until late Nov to get all my goodies from last month and this one. I toggled shipping options, and when I toggled it back, my future order now is missing several key items. I believe they are:
1x Pathfinder Roleplaying Game Bestiary (OGL) Hardcover
Please tell my I haven't screwed up my upcoming order, and that it's just a web form artifact.
I bought the pdf and think it's great. Here's the list:
Rogue level 2-4
From the PRD:
You can move 5 feet in any round when you don't perform any other kind of movement. Taking this 5-foot step never provokes an attack of opportunity. You can't take more than one 5-foot step in a round, and you can't take a 5-foot step in the same round that you move any distance.
So the question is moot; he shouldn't be moving in the same round he took a five-foot step.
If you're missing it, I'm missing it - I also noticed the lack of those tables.
I played a brief campaign in the system. The magic system looks really fun on paper, but in practice channelers quickly overpower their companions. They continually learn weaves from others (even their foes), allowing them a huge variety of abilities within a few levels. Even at low level the weaves can be flexible and pretty potent. A good reflection of the books, no doubt, but challenging for a traditional "party."
Scott Betts wrote:
How, then, do you think it is harmful?
... and time to finally buy the latest two Pathfinder Society scenarios that have been sitting in my shopping cart.
And of course, since those are so cheap, I may just have to buy something else, like a KODT bundle of trouble.
See, THAT's how you run a business: building and rewarding customer goodwill.
You guys rock.
There are maps of TF, but I haven't seen one staging the particular events. I simply drew up my own tactical map for the town, with a water line that moved periodically (I use Paizo's battle mat). I set up some Diplomacy challenges for the PCs to manage the townspeople and organize their evacuation. I included the school children/raft encounter, dropped the snake, and kept Black Magga as the capper for the whole event.
I'm just finishing up running this adventure for my group. I did some heavy editing of the story flow to improve transitions.
0. Linking from Skinsaw: easy enough, I had comments in Xanesha's list of targets, suggesting some names (merchants from TF and other nearby towns) be referred on to Lucrecia. (I dropped the whole Magnimar hook to TF; I never felt the connection was strong enough between the city and town/fort.)
1. Flood & Skull's Crossing: After coming to TF and finding the gambling barge sunk, and Lucrecia ostensibly dead, the PCs were at a loss. They got to meet some of the Black Arrows at the tavern; the Fort was still standing at this point. The flood came the next day. (I included Black Magga; I had no problem with them wanting to pursue her as she left-I made them suitably scared of her.) After aiding the town, the mayor asked them to investigate the dam. The town in the meantime sent runners to the Fort, asking for more post-flood help.
2. Graul Farm: The town never heard back from the Fort; the runners never returned. The PCs set out to investigate, getting sidetracked by the Graul craziness while on their way there.
3. Fort Rannick: With the aid of the freed Black Arrows, the PCs retook the Fort. In the process they uncovered Kaven's treachery and learned more backstory from him.
4. Seige: I plan to take the advice of others and have Barl's forces assault the Fort, a week after the PCs retook it. I will not let Barl spill any beans about Jorgenfist.
Then time for more down-time, allowing the PCs to enjoy their new fort. I'll let them winter there, craft items, and have them invited back to Sandpoint somehow. I like the "Goblin Day" idea in FOTSG, but waiting until next Fall? Too long.
Also, I've dropped the whole Myriana-Lamatar sidestory; it was merely an excuse/hint to go up Hook Mtn, which I've unnecessary with the seige.
To date, 3.5 rules. The next AP will also be 3.5. Starting with Council of Thieves it will switch to the final PRPG rules.
Ah, thanks for clarifying!
Russell Akred wrote:
Wow. That's great; thank you so much. I can't wait to run this in 3D!
I love the underlying ideas too. I agree with Sebastian that we could drop minor/medium/major item feats. The feat-tree idea I'm iffy about; I think caster level requirements is fine. Maybe keep arms and armor separate, for thematic reasons. With some work, this could be a vast improvement over 3.5.
Tarek Kieselbach wrote:
It's funny that I totally didn't see that as "the statue of liberty", even having grown up in the States, but I can see it now that you mention it. I guess I initially saw it as more akin to the Colossus of Rhodes.
This thread might help start you off: pathfinder basics.
I posted a quick-sheet I'd made for my players. It's in very broad strokes, though.
We still don't know who the Big Bad is. What its goals are. What it and its agents are doing in pursuit of those goals.
We simply know the AP is about "war, on a REALLY BIG scale!!!" Oh, and scales, perhaps.
A half-hearted attempt to placate. I agree, it convinces me they're putting it together as they go along. They don't seem to have an end-game in mind - or at the very least, they're still not revealing what it is, which doesn't make sense to me.
I'm a fan of the tome look, when done well. The 3.0/3.5 stuff is too gaudy. Rise of the Runelords Player's Guide, for example, I like a lot. I left it on top of my campaign setting the other night, and caught it later while walking by... looked like real book for a second. Made me happy.
Edit: But I gotta say I like the beta cover just fine. I'm admittedly a Paizo fanboy at this point.
Well, I think this is the point we're stuck on, and I'm fresh out of talking points. It seems to make sense to me, but I've clearly failed to convince, and I'm not convinced either. Oh well.