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Hey there, could someone tell me why my last order (#4613972) is still pending with a hold on my account, when I now have order #7499967 pending as well? Am I going to be charged twice for shipping? Is the fact that I ordered dice holding up my books? What's going on? EDIT: Apologies for the tone. Not angry; just slightly miffed and rather confused.
I currently have three addresses listed in my account, at numbers 10, 19, and 45 of three different streets in three different suburbs. I'm trying to set up an AP subscription to be shipped to my current address, at 45, but the shipping section of the checkout still shows my address at 10 as the default, even after I go in and change it to my current one. What's more, I seem to be unable to delete the two old addresses (10 and 19). What can I do to make sure my sub is sent to my current address? Thanks in advance, and I'm greatly looking forward to Return of the Runelords!
Hey there, I was wondering what might be holding up order #3455655, as it's been pending since the 6th. I'd like to know when I can expect to be charged for it, at least. I'd also like to cancel my adventure card game subscription to avoid the international shipping charge on the Wrath of the Righteous base set. I'll resubscribe beginning with the add-on deck. Thanks in advance!
~Desnus 9th~ As the sun rises over the plains, Banith wakes the party, one by one, before tending to the horses. Grigori snorts and jerks his head away from the elf, while Susan playfully nudges the back of his knees with his nose. Perlivash sneezes, a small cloud of fuchsia dust flying from his nostrils, and kicks Djedefre in the shoulder as he wakes, unfurling, cat-like, from his stupor. Tyg-Titter-Tut yawns and stretches, hopping down from her perch on Quill's head. If I put up a spoiler tag like this, you can look inside only if you make the skill check required.
DC 10 Knowledge (nature):
Today's weather will be normal - a high of eleven degrees, winds of 5 kph. DC 15:
As above - however, there are signs of rain tomorrow. Camp is broken, breakfast is eaten, and the group is faced with the decision of where to go next. What do?
I make my way to the great unknown
Well, it took me a while, but I finally got around to it. This will be a temporary home for our Kingmaker campaign, until such time as we have a new place to play weekly. So everyone please go ahead and make an alias for your characters! My own little rules for PBP:
I need to go through the notes Matt's sent me, then I'll have a good summary up of where you're at right now. In the meantime, mingle!
Hey, customer service peoples, I cancelled my Pathfinder Adventure Card Game subscription to avoid the large international shipping costs on the Skull & Shackles base set, and resubscribed to begin with the character add-on deck. With the setbacks in the subscription, I've noticed that I'm set to have the base set shipped to me next month. Is there any way to remove that item from my order, or will I have to cancel and resubscribe again? Also, I've been waiting for my last subscriptions (order #3219717) to ship for a few weeks now. I'm sure it's a Gen Con related setback, but an estimate on a shipping time would be fantastic. Iron Gods is too much to wait for! Cheers!
I would like to (temporarily) cancel my subscription to the Pathfinder Adventure Card Game. As with many others, the shipping costs for the Skull & Shackles base set are too far outside my budget, and I'll be buying it locally (most likely resubscribing to begin with the character add-on deck). Many thanks,
As the title says, this is likely to contain all sorts of spoilery goodness. You have been warned. Also as it says (more or less), I'm in the final stages of prep for Kingmaker, and want to make it awesome. My Legacy of Fire game ended not with a bang, but with a whimper, because frankly, I was a lousy DM, only stayed one step ahead of my players, and wasn't too great at making things up when they wanted to wander off the beaten path. So I've taken a few months' break from GMing to make Kingmaker, like, at least twice as good. And I need your help. I've done a good amount of research and such myself, so here's what I've got: Spoiler:
First, the nitty-gritty: I have a party of six, and it looks like we'll be playing for a few hours at my place, once a fortnight. So far, the locked-in characters are an aasimar bard going for battle herald, a half-elf cleric of Desna, a dhampir sorcerer, and a human tetori monk. It looks like the last two, at this stage, will be a fighter and a ranger/rogue type. So with that out of the way...
So! What other recommendations do people have? Some specific things I'd like help with are:
I want to make this something my players will be talking about for years (because we could well be playing the damn thing for years), and I don't think I can do it alone. So show me what you've got - throw me links, advice, and constructive criticism, and help me go the extra mile. Or 12-mile hex, as the case may be.
Hello forumites! I'mn seeking the opinions of those more experienced than myself on a matter that has me scratching my head. I'm DMing Legacy of Fire for two barbarians, a universalist wizard, a cleric of Sarenrae, and a fighter. The wizard joined the party at 6th level to replace a druid who dropped out - he was being held captive by gnolls in the House of the Beast, was rescued by the party, and is travelling with them because the Scroll of Kakishon is too much for his curiosity to bear. The party will be heading back to Kelmarane at my game tomorrow night, and (I imagine) departing for Katapesh shortly after. Now. The player of our wizard doesn't quite know how to make the most of the class yet (and to be perfectly honest, nor do I). His go-to spells are fly, levitate, and invisibility, but he doesn't know how to make himself more useful. A couple of players have complained that he's "useless in combat", and he says he's trying to make himself useful outside of combat (as opposed to the barbarians and fighter, who kill everything before he and the cleric usually get to move), but since he's a wizard, I think it would be relatively easy an inoffensive to introduce a friendly mentor with a bulging spellbook, or a couple of enticing scrolls once he gets to Katapesh. I think he wants to actually kill things instead of distracting them, if he even gets a chance with three heavy hitters in the party. Obviously Rayhan is a great candidate for this. He'd be an excellent source of divination spells our wizard could probably copy without much trouble. But what else should I nudge him towards? What other spells will be useful in the campaign? I've included his current spell list for reference. Spoiler:
4th - Leomund's secure shelter, rainbow pattern 3rd - invisibility sphere, suggestion, fly, water breathing 2nd - levitate, Tenser's floating disk, invisibility, spectral hand 1st - mage armour, colour spray, shield, feather fall, silent image, shocking grasp, unseen servant, endure elements, magic missile 0 - all cantrips in the Player's Handbook *To reiterate, I'm running this in 3.5, not PF. There's also the matter of what magic items to drop in for my players once they get to Katapesh. Sure, I could just drop them my two copies of the Dungeon Master's Guise and tell them to go nuts, but they all enjoy role-playing too much. We have a greatsword-wielding barbarian, a glaive-wielding barbarian (the Moldspeaker, so she doesn't need a new weapon), a cleric of Sarenrae who seems to use a crossbow more than her spells, and a dwarf fighter who alternates between Kardswann's greataxe, and TWF with dwarven waraxes. I'd like to avoid the "gloves of dexterity, belt of giant's strength, etc, etc," approach, and go for more evocative items, but I'd love some input on what can be fun and, again, useful for this campaign. Any and all advice is greatly appreciated!
See the end of the post for the TL;DR version; continue reading for the full description of my conundrum. For context, I run a Legacy of Fire game (original 3.5) every Tuesday night, in my own home (not my house; I live with my mother, her fiance, and his two daughters, both around my age). One of my players, one of the aforementioned fiance's daughters, has a habit of being late for the game - which is weird, since it's in our home. We both live here. Yet she has a habit of going out, and not telling anyone where she is or how long she's going to be. She has a mobile phone, but she doesn't text anyone, leave a note on the fridge, let anyone else who's home know where she's going - if we ask as she's leaving, she just says she's going "out". "Oh, when will you be back?" "Don't know." Several times, she's been late for the game without prior notice, or just plain not shown up at all. She's walked in halfway through the game, or come home halfway through and just gone straight to her room, or she's just not been home at all for the four hours it's on. Sometimes she's at work, sometimes she's at her mother's, sometimes she has no reason for being out. Again - this is always, without exception, entirely without notice. Last week, when she was an hour late to the game, I asked her afterwards if she could please give me prior notice if she was going to be absent or late - the more the better, as I sometimes need time to make sure the encounters are balanced. She said she would, but I didn't fully believe her, as we'd had that conversation half a dozen times before that point. Today - the day of the game - I go to the shops for a few things. When I get back home, this player is gone. I ask her sister where she is, sister doesn't know. When will she be home, no idea. Does she know it's D&D night, I guess so. So I send her a text message. "Hey, will you still be home in time for the game tonight?" I fully expect her to ignore me, as she has a tendency (on top of all this) to get snarky when I ask her such things. She calls me. "Yes, as far as I know, I WILL be home in time, since I haven't CALLED OR TEXTED YOU. F****** calm down, it's not even one o'clock." It's hard to convey the tone over text, but she was practically shouting at me, and then hunbg up before I could get another word in. Being an extraordinarily sensitive person, it reduced me to tears, and now that I've calmed down, I'm wondering if I even want to continue playing with this person. It's not like the party will suffer for losing one of its two barbarians. The only in-game complication I can see is that she's the moldspeaker. The out-of-game complications are far more severe. My question to you, fellow forumites, is this: what should I do in this situation? The game starts in three hours. I want to tell her not to bother sitting at the table, but I don't know how to say it without being just as snarky and horrible as her. Even my boyfriend (the party's other barbarian) is saying he doesn't want to continue playing with someone so hostile. What would you do in this situation, and how would you suggest I deal with this? The TL;DR version:
I'm pretty new to the world of tabletop gaming, and jumping straight in the deep end by DMing a Legacy of Fire campaign (3.5). I'm loving the game, I'm putting heaps of effort into preparing maps and spell cards, making tokens to represent everything on the board, and I've run into a problem: My players can't seem to be bothered with even the simplest things. The players are my boyfriend, my sister, my step-sister, a friend of mine from high school, and his friend and co-worker. They're fun to play with, and I love them all, but here's just a few things that frustrate me about my group: -Interrupting me out of character when I'm monologuing in-character.
It frustrates me that I've spent so much time and money on visual aids, spell cards, maps, dinner, the adventure path, etc, etc, and they can't even be bothered to read the bleedin' Player's Handbook. My boyfriend (an aspiring DM) has read his own copy almost cover-to-cover, and my friend's coworker has downloaded it and is slowly learning. But my sister and stepsister live with me and can't be bothered borrowing it. I've tried telling them outright to read it, and they haven't. The barbarian doesn't know what her rage does. The druid doesn't use spells at all. The cleric thought that once he hit 3rd level, he could use 3rd-level spells - and he only just learned what his domain spells were. To further complicate things, they all seem to be loving the adventure so far - we've just finished Howl of the Carrion King, and everybody loves it. They're creative and wacky, and there are plenty of laughs. But the sheer apathy they seem to have for game mechanics makes me want to tear my hair out. So, question time: Am I being an uptight b****? Am I expecting too much of my players? Can anyone help me out with this huge dilemma I have, or is it not even a dilemma at all and they'll learn eventually?
I'm running LoF for a group of six totally new players, and the game so far is pretty much the scope of my own experience - I'm learning more or less as I go along. The PCs are in Kelmarane, almost ready to take on the Battle Market. Last session, half the players were no-shows, so I ran the set-piece adventure for those who did show up, to give them a bit more experience and make sure the others didn't miss out on too much. Long story short, during the fight with Haidar, the half-elf druid failed a Fortitude save and was thus afflicted with lycanthropy. Now I'm wondering what on earth I can do. It's too late for wolfsbane, and none of the characters are capable of casting the necessary spells to remove the curse. Should I let her just become a wereleopard, should I hand-wave it and say she never failed that save, or is there a feasible way to cure her?
I'm playing a 7th-level Gunslinger (Musket Master) in a friend's homebrew campaign, and I'm wondering how to get reloading down to a free action. I have Musket Mastery and Rapid Reload (Musket), and I'm using paper cartridges, but after discussion, the group has decided that that gets reloading down to a swift action. Is this correct, and if so, how can I get reloading as a free action? Whether I'm right or wrong, I'd also like someone to explain to me clearly how it all works (I'm new to all of this). Also, my character build, in case anyone thinks seeing it would help: Spoiler:
Captain Aramia
Str 12, Dex 22, Con 14, Int 14, Wis 15, Cha 13
Melee: +1 rapier +14/+9, 1d6+2, 18-20/x2
Skills: Acrobatics +15, Bluff +5, Climb +7, Craft (alchemy) +6, Intimidate +7, Knowledge (engineering) +8, Knowledge (local) +8, Perception +11, Profession (Pirate) +9, Sleight of Hand +15, Survival +11, Swim +11 Feats: Gunsmithing, Rapid reload (musket), Point-blank shot, Precise shot, Rapid shot, Snap shot, Weapon focus (musket), Weapon finesse Class features: Grit (2 points), Deeds (steady aim, fast musket, deadeye, quick clear, gunslinger initiative, pistol-whip, dead shot, startling shot, targeting) Gear: +1 grand dislocator musket, +1 rapier, mithral chain shirt, gunsmith's kit, paper cartridges x30, gloves of dexterity +2, 23,165 gp Any and all help would be much appreciated.
Before you click out of this, hear me out: The members of my party HATE pugwampis. A few hours into Legacy of Fire, they've just beaten King Mokknokk in the old monastery, during which the ranger was knocked unconscious and didn't get a single hit in, and the barbarian's glaive was turned into a stick. The dwarf fighter, Timberlain, managed to get his dwarven waraxe stuck in a rafter, and after several natural fumbles, he declared that he was the unluckiest dwarf in the world, and that he was changing his name to Timberlame. In short, they hate pugwampis with a burning passion, and I love the little blighters specifically because they caused so much grief for my players. I want to include these things everywhere. Keep my players on their toes. But that would be mean. So, as easy as it would be to make a pugwampi into a recurring NPC that everyone hates, I want to make one that everyone loves. The idea: a pugwampi with class levels. Specifically, bard. With a tiny violin, or maybe a lute. I don't know, I just love this idea of a pugwampi following the dwarf everywhere, singing songs about how great he is. Ideally, he'd accompany them through the adventure as long as he survived, and serve as a source of comic relief. Of course, the PCs would never willingly allow a pugwampi to join them, so I'd need to think of a way to a) introduce him, and b) encourage the PCs to let him join them. Maybe he can help them become immune to the unluck aura through a wacky sidequest, I don't know. I'm really not sure how it would work mechanically. That's why I'm here, I guess. Any suggestions?
Hey all. So I'm new to the forums, new to D&D, new to DMing... new to pretty much everything. But I finally bought myself a set of 3.5 core books for Christmas. And because I like a challenge, I've decided to jump straight in and run Legacy of Fire for a group of five players. I've read the first half of the adventure path (which I have in print) and I'm pretty confident I can make it a fun experience. However, all but one of the people I'm DMing for have little to no D&D experience, and the last one has several years' worth, both as a player and a DM himself, so I have a couple of questions. My biggest (and most important) question is this: what do you recommend I do about visual aids, particularly maps? Should I buy the map folio? Find the images elsewhere and print them to scale? Or should I draw them on a battlemat as we go? (Our experienced player has one, so it's not an expense, and we have a big enough table for it) Should I buy the bestiary box, so I have some pawns (and use a wonderful DIY guide I found to make more), or just use scraps of paper with "Pugwampi 3", "Gnoll 5", etc. written on them? Two of the people in the group have absolutely no experience (and I have trouble keeping track of visuals in my head), so I definitely want to have visual aids so they can see where they are in any given room (particularly when we get to the House of the Beast), but I'd appreciate some input on a good way to go about it. So what do you experinced folks do, and what advice can you give to a newbie like me? Cheers!
About Angor YasokAngor Yasok
Child of Nature You gain a +2 trait bonus on Survival checks, and Survival is a class skill for you.
Sacred Tattoo: Many half-orcs decorate themselves with tattoos, piercings, and ritual scarification, which they consider sacred markings. Half-orcs with this racial trait gain a +1 luck bonus on all saving throws. This racial trait replaces orc ferocity. Weapon Familiarity: Half-orcs are proficient with greataxes and falchions and treat any weapon with the word “orc” in its name as a martial weapon. Darkvision: Half-orcs can see in the dark up to 60 feet. Orc Blood: Half-orcs count as both humans and orcs for any effect related to race. Bardic knowledge: A skald adds 1/2 his class level (minimum 1) on all Knowledge skill checks, and may make all Knowledge skill checks untrained. Bardic Performance (7 rounds/day): A skald is trained to use music, oration, and similar performances to inspire his allies to feats of strength and ferocity. At 1st level, a skald can use this ability for a number of rounds per day equal to 3 + his Charisma modifier. For each level thereafter, he can use raging song for 2 additional rounds per day. Starting a raging song is a standard action, but it can be maintained each round as a free action. A raging song cannot be disrupted, but it ends immediately if the skald is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round to maintain it. A raging song counts as the bard's bardic performance special ability for any effect that affects bardic performances. A skald may learn bard masterpieces. A raging song has audible components, but not visual components. Affected allies must be able to hear the skald for the song to have any effect. A deaf skald has a 20% chance to fail when attempting to use a raging song. If he fails this check, the attempt still counts against his daily limit. Deaf creatures are immune to raging songs. If a raging song affects allies, when the skald begins a raging song and at the start of each ally's turn in which they can hear the raging song, the skald's allies must decide whether to accept or refuse its effects. This is not an action. Unconscious allies automatically accept the song. If accepted, the raging song's effects last for that ally's turn or until the song ends, whichever comes first. At 7th level, a skald can start a raging song as a move action instead of a standard action. At 13th level, a skald can start a raging song as a swift action instead. Inspired Rage (Su): At 1st level, affected allies gain a +2 morale bonus to Strength and Constitution and a +1 morale bonus on Will saving throws, but also take a –1 penalty to AC. While under the effects of inspired rage, allies other than the skald cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration. At 4th level and every 4 levels thereafter, the song's bonuses on Will saves increase by 1; the penalty to AC doesn't change. At 8th and 16th levels, the song's bonuses to Strength and Constitution increase by 2. (Unlike the barbarian's rage ability, those affected are not fatigued after the song ends.) If an ally has her own rage class ability (such as barbarian's rage, bloodrager's bloodrage, or skald's inspired rage), she may use the Strength, Constitution, and Will saving throw bonuses, as well as AC penalties, based on her own ability and level instead of those from the skald (still suffering no fatigue afterward). However, inspired rage does not allow the ally to activate abilities dependent on other rage class abilities, such as rage powers, blood casting, or bloodrager bloodlines; the ally must activate her own rage class ability in order to use these features. Cantrips: Bard's learn a number of cantrips, or 0-level spells, as noted on Table: Bard Spells Known under "Spells Known." These spells are cast like any other spell, but they do not consume any slots and may be used again. Scribe Scroll: At 1st level, a skald gains Scribe Scroll as a bonus feat. Versatile Performance: At 2nd level, a skald can choose one type of Perform skill associated with the skald class. He can use his bonus in that skill in place of his bonus in the associated skills listed below. When substituting in this way, the skald uses his total Perform skill bonus, including class skill bonus, in place of the associated skill's bonus, whether or not he has ranks in that skill or if it is a class skill. At 7th level, and every 5 levels thereafter, the bard can select an additional type of Perform to substitute. The types of Perform and their associated skills are: Oratory (Diplomacy, Sense Motive), Percussion (Handle Animal, Intimidate), Sing (Bluff, Sense Motive), and String (Bluff, Diplomacy). 2nd Level: Handle Animal Well-Versed: At 2nd level, the skald becomes resistant to sonic effects. The skald gains a +4 bonus on saving throws made against bardic performance, as well as all sonic or language-dependent effects.
The War Chanters were a group of Orcs that used music to inspire anger and strength in their comrades and fear in their enemies. They stood on the front lines chanting in guttural tones and pounding on their drums or their weapons. Some nights when storms rolled over the mountians they would stay up, chanting and dancing throught the night, challenging nature itself. The day Angor became one of the Thundercallers was the happiest day of his life. It wasn't too long after that day that he discovered something about the civilized lands to the south. One day adventurers came north looking for fame and fortune and, since the orcs had neither, they had little contintion with them. The tribe saw the adventurers as something of an oddity so they invited the them to a celebration. Both sides were a little tense but when the alcohol started flowing, the inhabitions washed away with it. Both sides were having a great time when the adventurers' bard decided to add some music to the festivities. He wooed the Orcs with complex tunes and rousing notes. He raised spirits with songs of great heroes and even got a few laughs with stories about lustful maidens. All in all it was good time. For Angor and the other War Chanters it was less than exciting. If this was all the other races had to offer it was sorely lacking. Their seemed to be no passion, no anger, no motivation. So Angor set off for the lands to the south, to the civilized to lands, to bring to them the music of his people. To show them how to move hearts and minds to great deeds. To add a little metal to their melody. To bring the roar of the War Chanters. |