Lorathorn wrote: Are there open calls to be a part of this publication? Not just yet; we're still figuring out what we want AC to be. That being said, a good way to get our attention (right now) is to tell us what you'd like to contribute, under the guise of telling us what kind of 'zine you'd like AC to be.
We want to hear from you! Have you checked out Adventure Chronicle #2 yet? AAW Games wants your feedback! What do you want to see more of? What were you hoping to see that we didn't include? What parts didn't you like? Would you pay for content like this? Leave a comment or send your feedback to jonathan ((at)) aawgames (dot) com SUBJECT: AC FEEDBACK and let us know how we can improve. Make Adventure Chronicle the magazine YOU want to read!
I'm trying to track down which issues of Dungeon the Ron Shirtz series of Instant Dungeon Tiles appeared in. From this page I believe the artist's work appeared in four issues: 280-283. From other sites I've cobbled together that the order of appearance is this: Dungeon #280: Instant Dungeon Tiles: Wilderness (aka. Arctic & Desert) (source)
The problem is I've got them all except this supposed "wilderness" tiles of #282. In its place I've got unlabeled "castle" tiles, an image of which you can see in this this auction. TL;DR I have four Ron Shirtz tile posters that appeared in four issues of Dungeon, but there appears to be duplicate "wilderness" tiles in all descriptions. Where do the castle tiles come from!?
I want to learn more about NeoExodus Legacies. I've read this page, but can't find any info about your organized play format.
The rules, as far as I can tell, haven't changed. Skeletons never had extra spells, but they cost HDx2 to create (normal HD to control).
This article (and its sequel) detail extra variants that assume both HD cost and extra spells for both types of undead. (Those articles, joined, and with a readable table, also appear here.)
Daniel Luckett wrote:
You should also include a Coordinating or Getting Started page, where you post this and similar advice, perhaps with a googlemaps plug-in that shows active PFS games in the area.
Jdb4301 wrote: As a magus can you sunder with spells and apply both feats as well when using spell combat? Depends on the spell (and possibly the item). Frex, if you're trying to sunder with scorching ray, probably not (objects are generally immune to energy-based attacks), but maybe if you're sundering a napsack. Spells that modify attacks, however, are perfect (true strike, stone fist, etc.). In the end, the GM will decide if the spell creates an effect that can sunder.
Timitius wrote: Think about it! For my part, I merely polished and filled out what James had created. If he thinks it's a good idea, I'm all for it. Spoiler: For what it's worth, it should be his name on the byline; if mine is included it would be as developer and/or editor. You probably shouldn't print the maps because they make use of art from Dundjinni, which requires certain licenses for publication. Feel free to use them as a base for new-art maps.
Also the text that's on the webpage is probably missing hyphens, apostrophes, and similar punctuation; the site has gone through a few hacks and restores, and restoring those pages has yielded difficulties.
I'd rule that the ogre regenerates hit points into a "pool." The ogre mage remains at 0 while regenerating; once the pool has his full hit points, the skin dies, the spell ends, and he regains all his hit points. If you don't want to have to stretch the rules: have your ogre mage construct a room from which to conduct his spell casting, a sauna that's hot enough to deal 5 hp of fire damage per round. CE Chef wrote: I feel like there is a rule somewhere when a body part is taken off your body, it reverts to original size and shape if you were under a polymorph spell. No such rule, though it's useful as a plot device.
setzer9999 wrote: What happens when Ferocity/Diehard kicks in after your move action? As soon as you gain the staggered condition, you're limited to a single move or standard action. Since you didn't previously have this condition during your turn, any actions you took don't matter. setzer9999 wrote: The other question is, what if you start your turn with Ferocity/Diehard active, and use a standard to heal yourself above 0 HP. Do you then regain your move action you would not otherwise have had? Yes.
There's always shrink item, which would be perfectly reasonable to allow the caster to choose how much the item gets shrunk. But also, have you read this? Generally speaking, size and equipment isn't an issue as far as loot is concerned.
Medium characters can indeed ride Medium-sized creatures (appropriate as mounts). Issues of weight and carrying capacity are beside the point. (Real-world example.) If the creature couldn't carry a cavalier and his gear without becoming encumbered, he shouldn't choose that creature as a mount (or he should wait to choose that creature).
Similar timframe as Kyle, and some of the same reasons.
Sounds legit. EDIT: Actually, I think the prevailing theory is that you can drop a hand from holding a two-handed weapon as a free action. Thus, the magus can: Let go with one hand (free action)
Unless there's some errata I'm not aware of. *: Not actually necessary to use spellstrike with a two-handed weapon, but useful for avoiding an AoO
MegaPlasticMan wrote: Is this check required only if your the total direction changes are greater than 45°, i.e. you could make many 45° changes without a check, or do you have to do it once you have exceeded 45° in one round? I believe it's the former. That's how I've always played it and seen it played. MegaPlasticMan wrote: Also, when you fail the check and have wings you might fall, if you don't have wings do you continue on in a straight line? You've spent the movement, even though you didn't make the turn. If you've movement left, proceed how you please. MegaPlasticMan wrote: Can you attempt the turn again once you've moved one square. The rules for trying again at the fly skill state that you can try again the following round so it sounds like once you fail in a round, that is it for turning. It does read that way, but I don't believe that's the intent. The "following round" bit, I think, is meant to encompass things like hover. The "varies" bit is the key here, which essentially, at least to me, means, "If it makes sense to retry, you can retry."
Tarma wrote: 1.) Does combat training for the mount give it attack for all creatures? It's only got the basic combat training. You need to push it to attack non-humanoids, or train it to advanced combat training. Tarma wrote: 2.) Can Mounted combat let you use ride checks to get out of criticals? Yep, you can negate any attack that requires a roll to succeed.
Relevant link. A normal human changing into a big dog via beast shape II? I think that about covers it.
Optimistic Cynic wrote: This might be a no-brainer, but am I able to jump over the bad guys during combat? Sure. Make sure the part of your move that is jumping takes you at least 10' high, otherwise you're provoking attacks of opportunity as you move through the spaces directly above your enemies. Optimistic Cynic wrote: What if I wasn't in a mook's threatened square, but still had to jump over them? Over them, but still adjacent to them? You provoke AoOs unless you make Acrobatics checks to avoid them. Optimistic Cynic wrote: What if the magic user was off to the side, and not behind the mooks, but I was still in a threatened square? If you move out of a threatened square, you provoke an AoO, unless something says you don't. There are tons of things that might prevent an AoO. Optimistic Cynic wrote: If the jump is part of another action (if I remember the description correctly), does that mean I can initiate a full round attack action against that magic user if I jump 50' and land next to him? No, because jumping is a form of movement, and you can't move and make a full attack (under the normal rules). If the action you take includes moving, then you can (usually) incorporate jumping. Optimistic Cynic wrote: If the jump is part of another action (again, if I remember the description correctly), does that mean I can take a move action to get past the mooks, then declare a standard attack action against the magic user, starting with a jump and ending with the actual punch/kick/trip/etc.? Most commonly, a jump check is part of an action where you're moving. If you can move, you can (usually) incorporate a jump into that move. Optimistic Cynic wrote: Does landing next to a guy from such a jump provoke AoOs? Landing from a jump is no different (as far as AoOs are concerned) than simply moving into the square, so in and of itself it would not provoke an AoO. However, if you're landing directly next to an enemy, there's a good chance you're leaving a threatened square above the one you're landing in, which would indeed provoke an AoO.
In my experience, roll vs role is (nearly) entirely decided by the amoint of time available to complete the scenario. Four hours? Everyone wants to hear dice hitting the table. Six? Eight? Indulge away. Still, organized play does come with the expectation that more players (however marginal the majority) are interested in the dice/wargame/mechanics aspect than the storytelling/socializing aspect.
Is it intended? Who can say. Should you allow it? Up to you. If you don't want to allow it, here's your reason: the manuals grant an inherent bonus to an ability score. Because bonuses of the same type don't stack, the player can only gain the highest available bonus. In your case, he can gain the benefit of one +4, but not two. Edit: Upon further reflection, I think it is not allowed, for the reason stated above.
FuelDrop wrote:
You should be quoting shadow evocation, since daylight is an evocation spell. Also, shadow evocation says the following: shadow evocation wrote: Nondamaging effects have normal effects except against those who disbelieve them. Lastly, light is not an attack, so ignore the 20%.
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