Ebon Acolyti

Urath DM's page

1,124 posts. Alias of Mark Greene.




Hello,

While I have a subscription to Pathfinder Society Scenarios, 10-14 and 10-15 have been skipped. I have received 10-12, 10-13, 10-16, and 10-17.

Secondly, my last two Adventure Path subscription items (The Tyrant's Grasp 1 and 2) have only one file each; usually, there are two files, one for single file and one for separate chapters. Has this changed?


I received my subscription shipping notice for Return of the Runelords part 5, but only one entry was added to My Downloads, the single-file download. No one-file-per-chapter download was added.


Hello,

I need to suspend/cancel several of my subscriptions.

Please suspend:

Pathfinder Battles
Pathfinder Player Companion
Pathfinder Campaign Setting
Pathfinder Comics
Pathfinder Maps
Pathfinder Modules
Pathfinder Pawns
Pathfinder Cards (in case the line is reactivated in the future)

That should leave only the Pathfinder Role Playing Game, Pathfinder Adventure Path, Pathfinder Society Scenarios, and Pathfinder Legends subscriptions active.

At this time, I do not have the space for more physical books and such. A purely digital option would be appreciated.

Thank you!


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I have been working on updating/converting Second Darkness to Pathfinder rules, incorporting new material from various books as I go. I intend to post notes about conversion issues, updates, and my original pieces here. First off: Riddleport.

Riddleport

Riddleport's stat-block got an update in Varisia: Birthplace of Legends, and the Campaign Traits for Second Darkness are also addressed there.

The Riddleport Thug and Riddleport Thief stat-blocks do a lot of heavy lifting in the Shadow in the Sky ... random thieves, random mook enforcers, random prostitutes, scripted goons... really, almost everyone. Fortunately, the Game Mastery Guide, the NPC Codex, the NPC Guide (Campaign Setting line), and the Inner Sea NPC Codex are there to help with specific versions of Prostitutes, Merchants, mooks and so on. Even if you plan to continue to use the original stat-blocks, if you have an electronic tool like HeroLab or PCGen, it is fairly easy to add an Archetype to the Riddleport Thief. It won't make much (if any) difference at these low levels, but even just seeing the Archetype name in the stat-block can be a reminder of how you want to give each a different flavor.

That brings us to one of the first difficulties... the CR for these is low. Comparing their actual abilities to the expected abilities of CR 1/2 and CR 1 challenges, they're somewhat weak. Consider adding a level to each to keep them in the appropriate challenge range.

Pirates of the Inner Sea (Campaign Setting line) has a section for Riddleport Pirates to flesh out the fleet.
Black Markets (Player Companion line) places a Black Market in Lubbertown.
Undead Hunter's Handbook (Player Companion line) has a section for how cities view Necromantic activity. Here's my version for Riddleport:

Riddleport attitude toward Undead:

Obvious Displays of Necromancy : Felony
Dealing in Onyx Gems: Misdemeanor
Possession of Onyx Gems: Legal ​

Inner Sea Temples (Campaign Setting line) has two resources to draw on... Cayden's Hall is a major Caydenite temple in Absalom... and Imvrildara is a msjor Calistrian temple in Kyonin. The first has plenty of details to borow to flesh out the Publican House immediately; the second, well, has lots of uses later.

Doesn't Arnando Rolf seem like a good candidate for Warpriest?

Arnando Rolf as Warpriest:
A great bear of a man who carries a notched longsword. Operator of the Publican House, a temple to Cayden Cailean.
--------------------
Arnando Rolf (Warpriest) CR 7
XP 3,200
Male human (Ulfen) warpriest of Cayden Cailean 8 (Pathfinder RPG Advanced Class Guide 60)
CG Medium humanoid (human)
Init +3; Senses Perception +3
--------------------
Defense
--------------------
AC 16, touch 9, flat-footed 16 (+5 armor, -1 Dex, +2 shield)
hp 63 (8d8+24)
Fort +10, Ref +3, Will +9
Defensive Abilities sacred armor (+1, 8 minutes/day)
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +10/+5 (1d8+3/19-20)
Special Attacks blessings 7/day (Charm: charming presence, Strength: strength surge), channel positive energy 3/day (DC 17, 3d6), fervor 7/day (3d6), sacred weapon (1d8, +2, 8 rounds/day)
Warpriest Spells Prepared (CL 8th; concentration +11)
--------------------
Statistics
--------------------
Str 14, Dex 8, Con 14, Int 10, Wis 17, Cha 13
Base Atk +6; CMB +8; CMD 17
Feats Brew Potion, Great Fortitude, Improved Initiative, Lightning Reflexes, Power Attack, Weapon Focus (longsword)
Skills Acrobatics -7 (-11 to jump), Diplomacy +8, Heal +9, Intimidate +7, Knowledge (religion) +8, Sense Motive +10, Spellcraft +8
Languages Common, Skald
Other Gear +1 chain shirt, mwk heavy steel shield, +1 longsword, 4,065 gp
--------------------
Special Abilities
--------------------
Blessings (7/day) (Su) Pool of power used to activate Blessing abilities.
Fervor (3d6, 7/day) (Su) Standard action, touch channels positive/negative energy to heal or harm. Swift to cast spell on self.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Sacred Armor +1 (8 minutes/day) (Su) As a swift action, grant armor enhancement bonus or certain powers. Use 1 fervor as free action to also activate Sacred weapon.
Sacred Weapon +2 (8 rounds/day) (Su) As a swift action, grant weapon enhancement bonus or certain powers.
Warpriest Channel Positive Energy 3d6 (3/day, DC 17) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
--------------------
Leader of the church of Cayden Cailean in Riddleport

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Greg A. Vaughan posted his intended stats for the Riddleport Gendarmes and their officers previously. Unfortunately, some of the material is not Open Content, and they were not used. Here, however, are my treatments of the Riddleport Gendarmes and Riddleport Gendarme Officers.

Riddleport Gendarme:
Riddleport Gendarme CR 1
XP 400
Human (Varisian) fighter (shielded fighter) 2 (Pathfinder RPG Advanced Player's Guide 108)
N Medium humanoid (human)
Init +2; Senses Perception +1
--------------------
Defense
--------------------
AC 17, touch 12, flat-footed 15 (+4 armor, +2 Dex, +1 shield)
hp 19 (2d10+4)
Fort +5, Ref +2, Will +1 (+1 vs. fear)
--------------------
Offense
--------------------
Speed 30 ft.
Melee light shield bash +4 (1d3+2) or
. . rapier +5 (1d6+2/18-20)
Ranged light crossbow +4 (1d8/19-20)
--------------------
Statistics
--------------------
Str 15, Dex 15, Con 14, Int 10, Wis 12, Cha 8
Base Atk +2; CMB +4; CMD 16 (18 vs. dirty trick, 18 vs. steal)
Feats Combat Reflexes, Improved Shield Bash, Rapid Reload, Weapon Focus (rapier)
Skills Climb +4, Diplomacy +1, Knowledge (local) +2
Languages Common, Varisian
Other Gear chain shirt, light steel shield, crossbow bolts (20), light crossbow, rapier, crowbar, 222 gp
--------------------
Special Abilities
--------------------
Combat Reflexes (3 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Improved Shield Bash You still get your shield bonus while using Shield Bash.
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.


Riddleport Gendarme Office:
Riddleport Gendarme Officer CR 6
XP 2,400
Human (Varisian) cavalier 3/fighter (shielded fighter) 4 (Pathfinder RPG Advanced Player's Guide 32, 108)
LE Medium humanoid (human)
Init +5; Senses Perception +12
--------------------
Defense
--------------------
AC 20, touch 11, flat-footed 19 (+7 armor, +1 Dex, +2 shield)
hp 57 (7d10+14)
Fort +9, Ref +3, Will +5 (+1 vs. fear)
Defensive Abilities active defense
--------------------
Offense
--------------------
Speed 30 ft. (20 ft. in armor)
Melee +1 longsword +12/+7 (1d8+4/19-20)
Ranged mwk shortbow +9/+4 (1d6/×3)
Special Attacks braggart, cavalier's charge, challenge 1/day (+3 damage, +1 dam while only you threaten), tactician 2/day (Outflank, 4 rds)
--------------------
Statistics
--------------------
Str 16, Dex 13, Con 14, Int 10, Wis 12, Cha 10
Base Atk +7; CMB +10; CMD 21
Feats Alertness, Combat Reflexes, Dazzling Display, Improved Initiative, Iron Will, Outflank[APG], Point-Blank Shot, Practiced Tactician[APG], Skill Focus (Perception), Weapon Focus (longsword)
Skills Acrobatics -4 (-8 to jump), Diplomacy +7, Handle Animal +7, Intimidate +7, Knowledge (local) +4, Perception +12, Ride +2, Sense Motive +3, Stealth +2
Languages Common, Varisian
SQ mount (horse named Animal Companion), order of the cockatrice
Combat Gear potion of bull's strength; Other Gear +1 chainmail, mwk heavy steel shield, +1 longsword, arrows (20), mwk shortbow, sunrod (3), 228 gp
--------------------
Special Abilities
--------------------
Active Defense +1 (Ex) Swift action to share dodge bonus with adjacent ally or 1/2 bonus with all.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Braggart (Ex) Demoralize as a standard action, +2 to hit demoralized targets.
Cavalier's Charge (Ex) Mounted charge grants +4 to hit and -0 AC rather than +2/-2.
Cockatrice's Challenge +3 (1/day) (Ex) +3 to damage target, -2 AC vs. others when used, +1 damage when you are the only one threatening the target.
Combat Reflexes (2 AoO/round) Can make extra attacks of opportunity/rd, and even when flat-footed.
Dazzling Display Intimidate check to demoralize can affect those within 30' who see you.
Mount (Ex) Gain the services of a special animal companion.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Point-Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Tactician (Outflank, 4 rds, 2/day) (Ex) Grant the use of your teamwork feats to all allies in 30 ft.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

The Rotgut Ripper just seems to me to be a great candidate for changing into a Vigilante, so here he is.

Rotgut Ripper:
Trash handler
--------------------
Hyram Crooge (Intrigue version) CR 6
XP 2,400
Male bugbear vigilante 5 (Pathfinder RPG Bestiary 38, Pathfinder RPG Ultimate Intrigue 9)
CN Medium humanoid (goblinoid)
Init +7; Senses darkvision 60 ft., scent; Perception +9
--------------------
Defense
--------------------
AC 21, touch 13, flat-footed 18 (+5 armor, +3 Dex, +3 natural)
hp 68 (8d8+32)
Fort +5, Ref +10, Will +6
Defensive Abilities evasion, unshakable (+5)
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 short sword +12 (1d6+6/19-20)
Special Attacks hidden strike +3d8/+3d4, startling appearance
--------------------
Statistics
--------------------
Str 21, Dex 16, Con 16, Int 10, Wis 12, Cha 6
Base Atk +5; CMB +10; CMD 23
Feats Improved Initiative, Stealthy, Toughness, Weapon Focus (short sword)
Skills Acrobatics +10, Bluff +10, Climb +11, Disable Device +11, Disguise +8 (+28 to appear as part of polite society while in your social identity), Escape Artist +12, Intimidate +9, Knowledge (local) +11, Perception +9, Sense Motive +8, Sleight of Hand +10, Stealth +13; Racial Modifiers +4 Intimidate, +4 Stealth
Languages Common, Goblin
SQ dual identity, social grace, social talents (case the joint[UI], gossip collector[UI], social grace[UI]), stalker, vigilante specialization (stalker[UI]), vigilante talents (chase master[UI], evasive[UI])
Other Gear +2 studded leather, +1 short sword, hat of disguise, concealable thieves' tools[UI]
--------------------
Special Abilities
--------------------
Case the Joint (Ex) Over 1 hr make Know (eng) roll to gain rerolls based on layout if return in next week.
Chase Master +4 (Disguise Req'd) (Ex) Gain listed bonus to all checks made during a chase.
Darkvision (60 feet) You can see in the dark (black and white only).
Dual Identity (Ex) Each identity maintains own alignment, can switch over 1 min. Magical means treat an ID as non existant while not adopted.
Evasion (Disguise Req'd) (Ex) If succeed on Reflex save for half dam, take none instead.
Gossip Collector (Ex) Gather info in 1d2 hours (faster in area of renown). Beat DC by 20 means instantly known.
Hidden Strike +3d8/+3d4 Extra damage vs. unaware/startled foes, less vs. flat-footed/flanked foes.
Scent (Ex) Detect opponents within 15+ feet by sense of smell.
Social Grace (Bluff) +4 circumstance bonus to selected skill while in your social identity.
Social Grace (Knowledge [local]) +4 circumstance bonus to selected skill while in your social identity.
Stalker (Ex) Perception and Stealth are always class skills for members of this race.
Startling Appearance (Ex) Attacking unaware foe makes them flat-footed and they -4 to attack you for 1 rd.
Unshakable +5 (Ex) Add the listed bonus to the DC of foes attempting Intimidate checks against you.

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Pathfinder® and associated marks and logos are trademarks of Paizo Inc.®, and are used under license.

There's also a Serial Killer archetype that I did not use, but is quite fitting.


1 person marked this as a favorite.

I am getting into Ultimate Factions, which I think adds a missing element to the Kingdom Rules from Ultimate Campaign - structure for scheming groups that are not kingdoms themselves. In old Birthright terms, non-landed Domains vs. Realms.

What I am wondering, though, is how to best represent factions that span kingdoms, whether or not there is a vassalage situation.

For example, with a large kingdom that has several smaller realms as vassals, organizations at the kingdom level (such as a state religion) might have branches in each of the vassal realms. Or an organization (such as a bandit gang) might be headquartered in one realm but operate in both that realm and adjacent ones.

So I am pondering how best to represent these kinds of scenarios, and am looking for suggestions/advice.


So, if I need to update only the expiration date, it appears I need to create an entirely new Payment Method for that. Is that the case?


2 people marked this as FAQ candidate.

The Feats listed under Variant Leadership in Ultimate Intrigue are culled from some of the Player Companion releases.

Of the 6 Feats listed, 5 of them allow early recruitment of Cohorts with limitations.

However, of these Feats, four of them (Groom, Light Bearer, Page, and Weapon Bearer) list "Character Level 4" as a Requirement. Since no characters receive Feats at level 4, this raised questions when they were originally presented in the Player Companion volumes.

Are these Feats really supposed to be 5th level (as Recruits is), or should some or all of them be marked as "Combat" Feats (which would then be available to Fighters as Bonus Feat choices as 4th level)?


Hi,

Not to sound too paranoid, but I just want to make sure this order is pending only because it is still waiting its turn in the queue and not because it got hung up somewhere. I've had that happen before with pre-orders in the mix.

As I was able to download the Mummy's Mask subscription item, but not anything else.. it seems fragmented.


Can you wear clothing, such as a Cold Weather Outfit, with armor?


1 person marked this as FAQ candidate. 1 person marked this as a favorite.

A response in the thread [url="http://paizo.com/threads/rzs2t7bu?Additional-swift-actions"Additional Swift Actions[/url] asserts that you can take a Swift Action before Readying another Swift Action.

This seems to violate the limit of one Swift Action per turn, but...

the wording of the "Initiative Consequences of ..." sections in both the Delay and Ready rules seem to contain artifacts of the earlier, more structured initiative uses with a specific end-of-round that was used for status effects and other bookkeeping adjustments.

PRD Quotes of Delay and Ready:

Pathfinder Reference Document wrote:


Delay
By choosing to delay, you take no action and then act normally on whatever initiative count you decide to act. When you delay, you voluntarily reduce your own initiative result for the rest of the combat. When your new, lower initiative count comes up later in the same round, you can act normally. You can specify this new initiative result or just wait until some time later in the round and act then, thus fixing your new initiative count at that point.

You never get back the time you spend waiting to see what's going to happen. You also can't interrupt anyone else's action (as you can with a readied action).

Initiative Consequences of Delaying: Your initiative result becomes the count on which you took the delayed action. If you come to your next action and have not yet performed an action, you don't get to take a delayed action (though you can delay again).

If you take a delayed action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Ready
The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun. Readying is a standard action. It does not provoke an attack of opportunity (though the action that you ready might do so).

Readying an Action: You can ready a standard action, a move action, a swift action, or a free action. To do so, specify the action you will take and the conditions under which you will take it. Then, anytime before your next action, you may take the readied action in response to that condition. The action occurs just before the action that triggers it. If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action. Your initiative result changes. For the rest of the encounter, your initiative result is the count on which you took the readied action, and you act immediately ahead of the character whose action triggered your readied action.

You can take a 5-foot step as part of your readied action, but only if you don't otherwise move any distance during the round.

Initiative Consequences of Readying: Your initiative result becomes the count on which you took the readied action. If you come to your next action and have not yet performed your readied action, you don't get to take the readied action (though you can ready the same action again). If you take your readied action in the next round, before your regular turn comes up, your initiative count rises to that new point in the order of battle, and you do not get your regular action that round.

Distracting Spellcasters: You can ready an attack against a spellcaster with the trigger "if she starts casting a spell." If you damage the spellcaster, she may lose the spell she was trying to cast (as determined by her concentration check result).

Readying to Counterspell: You may ready a counterspell against a spellcaster (often with the trigger "if she starts casting a spell"). In this case, when the spellcaster starts a spell, you get a chance to identify it with a Spellcraft check (DC 15 + spell level). If you do, and if you can cast that same spell (and are able to cast it and have it prepared, if you prepare spells), you can cast the spell as a counterspell and automatically ruin the other spellcaster's spell. Counterspelling works even if one spell is divine and the other arcane.

A spellcaster can use dispel magic to counterspell another spellcaster, but it doesn't always work.

Readying a Weapon against a Charge: You can ready weapons with the brace feature, setting them to receive charges. A readied weapon of this type deals double damage if you score a hit with it against a charging character.

In both cases, the text addresses delaying or not having your readied action triggered until your next turn comes around in the initiative. But they also include text referring to taking your actions in the "next round"... which cannot happen with cyclical initiative... the round for each character is until your initiative comes up again.

I believe this is the basis of the assertion that you can take a Swift action, then ready another Swift action.. because it implies "your turn" has ended and you can get in two Swift actions this way.

Should this wording be clarified?


I received most of the items in this order appropriately, but the Monster Codex Box (pawns) was not shipped, it appears. I received instead the PACG Wrath of the Righteous Deck 4.


2 people marked this as FAQ candidate.
Advanced Class Guide, Hunter, Precise Companion wrote:


Precise Companion (Ex): At 2nd level, a hunter chooses either Precise Shot or Outflank as a bonus feat. She does not need to meet the prerequisites for this feat. If she chooses Outflank, she automatically grants this feat to her animal companion as well.

Does the granting of the Outflank feat's benefits to the Animal Companion assume that the Animal Companion knows how to flank with the Hunter, or is it up to the master to maneuver into flanking position?

Must the Hunter train the Animal Companion to flank in order to do it on command (using the "Flank" trick from the Animal Archive or "Other Trick")?


Hi,

I'm confused as to why the Map Pack was shipped separately from my other subscription products this month. Given that there was an issue with last month's order.. I thought it better to ask if there's a problem rather than wait.

Regards,
Mark


So there seems to be an error with my order...

At about the time the orders were to begin processing, I tried to move the items in my sidecart to the ship separately.. in order not to delay my subscriptions.

It looked like it processed, but then it looked as if the subscriptions spawned with the identical contents included.. so at that point it looked as if I had doubled my sidecart items (Pathfinder Battles Iconic Heroes set 3, and some clear card deck boxes).

I have received 2 copies of my AP subscription volume, but seen no sign of the other subscription contents. It may be that they are still in-transit, but I can't be sure what the order page is telling me.

Thanks and regards,
Mark


In another thread,

Revan wrote:


The Automatic Bonus Progression rules state: "Any weapon, armor, or shield special abilities on attuned items count against a character’s
enhancement bonus from attunement. To determine an attuned magic item’s enhancement bonus, subtract the cost of its special ability from the enhancement bonus granted by attunement. (This applies only to special abilities whose cost is equivalent to an enhancement bonus, not to those that cost a flat amount of gold pieces.) For example, if a character with a +3 enhancement bonus from weapon attunement wields a keen scimitar, she subtracts 1 point of her enhancement bonus (for the cost of keen), leaving her with a +2 keen scimitar. If a character doesn’t have enough of an enhancement bonus to afford the special ability (such as a 4th-level character with a vorpal longsword), she can still use the weapon’s power on its own, but the weapon gains no enhancement bonus."

Am I reading this correctly? Under this system it's impossible to have a +10 equivalent weapon? Even at 20th level, a weapon with a +5 ability will never have any Enhancement bonuses to hit?

Relatedly, how does Automatic Bonus Progression interact with ability's like a Paladin's Divine Bond or a Magus' Arcane Pool which can add temporary enhancements to a weapon?

Since that was one of several questions, I've broken it out here for people to make it a FAQ topic.

As published, the system is different from what was in the Unchained Blog Preview, which had a table for adding "capacity" to the weapon in addition to the Enhancement bonus.

This needs some clarification, I think.


Hi,

I placed this order today, but the store site was acting strangely and I want to be sure there is no issue.

The digital products appeared in My Downloads successfully, but the order shows as "Pending" and the physical items have not appeared in my Sidecart as expected.

Is there any issue?


I pre-ordered the Pathfinder Legends CDs 4-6 with this order. I have not received CDs 4 or 5, and have not seen them in my Sidecart. The order itself shows as Pending. Is there an issue?


I placed order 3283130 yesterday. It may be no big deal, as it appears ok in my Order History, but I did not get a confirmation page or a confirmation email.


Hello,

Please cancel my subscription to the Pathfinder Adventure Card Game.


Hi,

The packing list shows the correct item, the Skinsaw Murders deck for the Pathfinder Adventure Card Game, but what was actually shipped is a copy of the Character Add-On Deck (which I already have). Everything else appears to be correct.

Regards,
Mark


So there's a kickstarter for d20 Pro to fund the creation of maps and other content for Frog God Games materials. The main goal has been reached, and now they're working on stretch goals. Currently, "The Wizards' Amulet" has been funded, "Crucible of Freya" is up now, and "Tomb of Abysthor" is next. All updated for Pathfinder.


Hi,

My shipping notice arrived last night and has only the Skull & Shackles case incentive gargantuan dragon listed as shipping. When I look at the order, that shows as shipping, most of the other items show as Pending, but the Trapsmith hardcopy shows as back-ordered.

The case-incentive only shipping seems a bit weird, so I just want to make sure there isn't something else (like the Trapsmith) holding up the rest of the order.

Thanks!


The "Summoning Good Creatures" lists on the inside back cover confuse me a little.

There is a feat there which says, as part of its benefit, that casters "also gain access to the list of good monsters above."

So far, so good. Except... many of them are already available. Many are Celestial-template versions of the standard animal, and those are already in the Core description of the spell.

So... if they are meant to be additions, they are not, and there are others that are also available (Celestial Dire Rat, for example) in the Core that are not on this list.

If the new list is meant to replace the Core, that might make more sense, but that is not what it says. I can see taking away some options for balance, as there are several new options that might be stronger.

Are the lists here meant to replace the standard lists in the Core Rulebook, or to add to them?


There's a Kickstarter project nearing its end that might be of interest, the Game Master's Fantasy Art Kit.

The contents are a large number of map tiles, top-down style tokens, and decorative bits of art for mapping. This should be especially of interest to the VTT users, I would think, as a source for more images.

I hope this is not a duplicate, but I did not find any previous threads that matched.


Hi,

I'd like to combine my order for the Rise of the Runelords Anniversary (1768232) with my regular subscription shipment (2119269) if I may. If it is too late, that's ok :)

Thanks !


5 people marked this as FAQ candidate. Answered in the FAQ. 1 person marked this as a favorite.
PRD wrote:
Protective Slime (Su) A layer of acidic slime coats a babau's skin. Any creature that strikes a babau with a natural attack or unarmed strike takes 1d8 points of acid damage from this slime if it fails a DC 18 Reflex save. A creature that strikes a babau with a melee weapon must make a DC 18 Reflex save or the weapon takes 1d8 points of acid damage; if this damage penetrates the weapon's hardness, the weapon gains the broken condition. Ammunition that strikes a babau is automatically destroyed after it inflicts its damage.

Most melee weapons have metal striking surfaces or edges (Clubs, Quarterstaves, etc., being the exceptions), with a hardness of 10. The Babau's protective slime will never be able to affect them in that case. Is this an intentional change, or a problem with the altered wording? Following is the 3.x version of the same:

"Hypertext SRD wrote:

Protective Slime (Su): A slimy red jelly coats the babau’s skin. Any weapon that touches it takes 1d8 points of acid damage from the corrosive goo, and the weapon’s hardness does not reduce this damage. A magic weapon may attempt a DC 18 Reflex save to avoid taking this damage. A creature who strikes the babau with an unarmed attack, unarmed strike, touch spell, or natural weapon takes this damage as well but can negate the damage with a DC 18 Reflex save. The save DCs are Constitution-based.

In the older version, hardness was ignored, making the slime highly effective against most melee weapons. The new version is largely ineffective.. most of the time, it will have no effect. Sometimes, however, it may result in immediate breakage of wooden weapons.


The Next Product link leads back to the same page when I look at it today.


Hmm.. very gothic.. is there a Seward in there somewhere to go with the Asylum, Harker, and Abraham? Maybe a Lucy or a Mina? :)


Hello,

I had set my orders to ship with my AP subscription, but with that still looking to be some time off, I'd like to ship the items in my sidecart before then.

Thanks very much,

Mark


When I placed order 1499690, I included 10 plastic card cases. Based on the price ($1.20), I expected these to be 10 individual plastic cases. When I view my subscriptions, they appear as 10 packages to be shipped separately, significantly increasing the shipping costs. Please cancel if this is the correct situation.

Thanks very much!


I received the shipping notice for this order on 9/14 with an estimate of 4-8 business days. It has been 12 now, and I have not received the package. Is there any delay that you are aware of?

Thanks,
Mark