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Fabius Maximus wrote: This is great. Now we (I) need the same thing for Sharn on Eberron. I've always had trouble imagining that city. This image is the best I've seen to capture Sharn ![]()
Kantrip wrote:
The 3D one definitely captures the complex labrythine layers inside the ring, which is hard to do out of styrofoam, heh. ![]()
Pendagast wrote:
I always think of rakshasa as looking more like Kilrathi (Wing Commander), so I want my catfolk to be different enough to tell them apart... but you're right. Why so many overlapping creatures? Id rather see an zero HD "lesser" rakshasa, if you want to make them playable. ![]()
Piccolo wrote: One of the many reasons why I don't like Ninja. They didn't have magic abilities, they didn't dress in black bathrobes, they didn't have large organizations, and for the most part they never used fancy tools. They were nothing more than assassins. They didn't even have super acrobatics, since all it takes is some woman or man dressed as a servant to sneak up and kill a target. That's it. And as such they are represented just fine by the Assassin prestige class. But monks totally had magic powers. Totally. Oh yea, and freakin' wizards! ![]()
Yes,I require it to make sense. That's not the question you're really asking, though. You're asking: Who gets to decide what makes sense and what doesn't? The player does. If, something is SO egregious, that it disrupts the feel of the story you are COLLABORATIVELY creating, then look to the table for consensus. Does anyone feel that choice would inhibit their fun, verisimilitude, etc? Listen, engage, and discuss. Allow for possible answers. You should WANT them to have an awesome answer as to how they suddenly know magic. Don't dictate player choice. Don't stifle creativity. Edit: And as an aside on the XP conversation, I am strongly in favor of raw numbers. James Jacbobs has made the compelling case many times in the past.Being transparent with XP and what gets them XP will facilitate the gamestyle you want to see at your table. "You killed the pack of goblins, 200 XP"
When you create incentive, you create motivation. ![]()
Okay, not really... but I was a bit disappointed when I was trying to come up with a character concept for RoW and there aren't really any gods with the icy tundras as their portfolio. FR had Auril, which is really what I was looking for. I suppose the demon lord Kostchtchie is the closest thing? When I was on PF wiki I realized just how many demon lords, infernal dukes, harbingers, etc there are that grant domains... is that intentional to keep "true" gods to a relatively select few? I was wondering if this was a conscious decision for the world of Golarion, or just sort of how it's worked out. ![]()
I am curious why the player's guide suggests cold-theme sorcerers and their ilk, when I'll suspect most of the monsters they will face will be immune (or at least resistant) to cold. Especially dragons, ice trolls, frost giants, probably the undead, etc. I imagine a fire-themed caster would be a much better fit for this AP, no? At least from the standpoint of not being severely ineffective. ![]()
Going prone against ranged attackers. Seriously, everyone gives me crazy eyes when I do it with my life oracle! "The goblins start shooting arrows at you from atop the bluff!" "I lay down." Bam. +4 AC, doesnt hinder my spellcasting. Oh, I'm behind the fighter? Guess I have Soft cover, too. Another +4 to my AC. Also, using soft cover to prevent AoOs. ![]()
I figured this would be the best place to talk about the Blood Queen. I think it is totally awesome, and I want to include some of the Kuru surrogates in an upcoming game... my question is how to play of the possession of the Kurus. I want something cinematic to happen so make it obvious they're no longer acting under their own power. Anybody have ideas on how to make it a creepy awesome transition? ![]()
Terrivar wrote: I am having a problem with ship to ship combat. It doesn't keep all of my players entertained. One is really excited about it while the other sits bored until its done. Any suggestions? Have you asked your players what they dont enjoy about it? Is it because only one person is making the rolls? Honestly, I'm skipping most of it, or diluting it into a series of opposed rolls. ![]()
ferrinwulf wrote: doing this myself, im using the minor artifact Weird Queens magpie from UE and the Clockwork familiar from shattered star book 3 bestiary instead of the clockwork spy template. Sounds good. If you are looking for an actual adventure sidequest, using River Into Darkness would work up to the jungle elves attacking, perhaps. ![]()
Vic Wertz wrote:
Even if they were dark dark grey? I would buy a dark grey shirt but not black. :( ![]()
i went through a phase of clipping mageknight minis off their bases to use for generic fantasy gaming, and in that case I used both washers and something else. Washers were great but sometimes the hole in the middle caused me grief. Its hard to beat a mini base that costs less than 5 cents and is circle (yes, ladies and gentlemen, a nickle works great). I prime and flock the nickles so there's really no way to tell unless they're upside-down. ![]()
wraithstrike wrote: They don't get an attack of opportunity. They have to know what you are doing, and if you are invisible(assuming they can't see you) then they can't react to your action. All true. The rules for this are that as invisible you have total concealment. enemies cannot take attacks of opportunity against creatures that have total concealment against them. ![]()
Aardvark Barbarian wrote:
Like the black fire thing, too. And still want it to use the word Crusade, so... Black Flame Crusade Demon Flame Crusade etc.. ![]()
vikingson wrote:
I like that! Though I'll probably go with 1/2 damage to the quadrant instead of 60%... just easier. How much would you suggest reducing the speed by? ![]()
Thread-necro instead of creating a new one. I'm considering dividing ship hit points into quadrants to add a bit more strategy into manuevering with ship-to-ship combat. fore/port, fore/starboard, aft/port, aft/starboard. Reducing any one quadrant to 0 gives it the broken condition, Reducing two quadrants to 0 makes it sink. This essentially halves the HP damage needed to sink a ship (for example, the Sailing Ship has 1620 HP, each quadrant is only 406, so you only need to do 816), but at the same time makes combat more dynamic and potentially the same length as ships position themselves tactically to spread out the damage, shield damage quadrants, etc. ![]()
ferrinwulf wrote: Oh and the underwater combat thing it's very vague in the core book. There has been debate on the boards about it but its kind of cleared up in the gms guide. It states the rules for aquatic adventures in the core book are for non native creatures so aquatic creatures should not get nerfed. I think James has said somewhere that natural weapons are not affected so the reefclaw gets its full attack but a shaughin with trident is still nerfed. As I say it's very vague though. Yea, the sentence "Land-based creatures can have considerable difficulty when fighting in water." doesnt do enough to make it clear the table is just for land-based creatures, but if its not RAW its at least a very common house rule around here that it doesnt apply to sea creatures. ![]()
Feral wrote:
My first experience playing PFS was at PaizoCon, I played at a table ran by a Venture Captain who had a monk Flurry of Blows on a downed PCs. So... yea. Certainly happens. That said, I -think- the PC in question was being yo-yo'd out of negatives, not sure, though in which case it is more understandable but still not great to do, imo. (I think it should only happen for IC reasons, Lordzum's list is spot on for me) ![]()
Tem wrote:
Dang. This just highlights the importance of knowing the rules. I think I went REALLY easy on my PCs in that encounter just by being ignorant (even so, I had one PC in neg and one at 0 at the end... probably would have been a TPK) ![]()
Sarf wrote: Varthanna - According to the book all the locks are simple locks, which means 1 round to open. Makes sense for the footlockers 1 per action, but what does that have to do with the stuff in the quartermaster stores? If you've already made the required stealth, why not just loot the room while your there? Also, according to our dm, there is no rules in the book for npcs who notice you've gained back your gear. So if that is a houserule of yours, we wouldn't adopt it. It makes sense to follow the AP RAW for our group. You're either following RAW or not. RAW is that you get to open one lock per Ship Action (so 1/night unless you want to be fatigued, then its 2/night). NPC reactions: That is not a matter of RAW/not RAW. That is a matter of turning NPCs from dynamic thinking individuals into mindless zombies. It also doesn't say that Harrigan wont poop gold bricks and fly away into the sun, so clearly, he would. That said, the AP "RAW" as you insist explicitly says the PCs should not be "foolhardy" in stealing from the stores, and further details potential punishments (taking 20 to search the entire ship, keelhauling for thieves and Grok alike, etc). Your DM should realize that there are simply not enough pages in an AP to detail every NPC response to every PC action in minutia. ![]()
Arnwyn wrote:
+1 ![]()
To recharge a staff, you have to use up a spell slot of the highest spell in the staff. What if the staff's spells have multiple levels? To be specific, the Staff of Heaven and Earth has Control Winds which is either a 5th or 6th level spell. I am playing a sorcerer who took Gust of Wind so he can recharge it, and use the non-sorc spells via UMD, but I just dont know what spell slot I expend.
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