Zadim

ajpopp's page

Pathfinder Card Game Subscriber. Organized Play Member. 22 posts (231 including aliases). No reviews. 1 list. 1 wishlist. 7 Organized Play characters. 3 aliases.


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Scarab Sages

Pathfinder Card Game Subscriber

I just talked with Katina, we worked it out.
I'm still annoyed that UPS gets off scot free in this. They made literally zero effort to rectify anything, or take responsibility, or even contact me to let me know my package went missing.

Scarab Sages

Pathfinder Card Game Subscriber

Why can't you refund to my credit card?
I'm not confident in sending it via UPS again.
Then I'm away for 2 weeks and moving right when I get back.
I don't make enough purchases from the Paizo store for store credit to be that worthwhile. I'd just like a refund to my credit card.

Scarab Sages

Pathfinder Card Game Subscriber

UPS has lost my order. They inform me that the sender (Paizo) has to file the claim.
I sent an email but haven't heard back from you.
Can you file the claim with UPS, cancel the order, and refund my payment?

I was willing to pay more (Paizo price with discount + shipping is more than Amazon cost) to get the game earlier, but that's not going to happen. I wanted to bring it to a family reunion next week, but if I can't have it by then, there's no urgency. I'll get it later this summer or whenever.

Scarab Sages

Male Half-human Cleric 3/Wizard 3/Mystic Theurge 5

Olenjack will start at location 7: Howling Sands. I'm assuming it's okay to join another character? Let me know if not.

"Come on, come on," Olenjack chides his retinue. He stands in the midst of activity as his retainers and agents pack up and organize to shelter from the burning sun and blowing sand. He puffs on his pipe, then squints to look at a nearby dune. Is there something moving in that sand?

Olenjack wrote:

Hand: Metamorph, Caltrops, Dagger, Flawless Monocle, Gambeson,

On Top:
Displayed:
Deck: 10 Discard: 0 Buried: 0
Folio Reroll Available: N
Notes:

Skills and Powers:
SKILLS

Strength d4 [ ]+1 [ ]+2
Dexterity d8 [ ] +1 [ ] +2 [ ] +3 [ ] +4
Disable: Dexterity +1
Constitution d6 [ ] +1 [ ] +2 [ ] +3
Intelligence d8 [ ] +1
Wisdom d6 [ ] +1 [ ] +2
Perception: Wisdom +2
Charisma d10 [ ] +1 [ ] +2 [ ] +3
Diplomacy: Charisma +2

Favored Card: Ally
Hand Size 5
Proficient with: Light Armors
Powers:
You may recharge an ally to evade a bane.
When you attempt a check, you may display any number of allies; for each ally displayed, add 1 to the check. Return the displayed allies to your hand before you reset it.
On your turn, when you succeed at a combat check that has the Poison trait, after defeating the bane you may immediately explore again.


Card Descriptions:

Hand descriptions:
Dagger
Spoiler:
Dagger
Knife/Ranged/Piercing/Basic
For your combat check, reveal this card to use your Dex or Ranged skill +1d4; you may additionally recharge this card to add another 1d4.
When playing another weapon, you may discard this card to add 1d4 to the combat check.
Gambeson
Spoiler:
Gambeson
Light Armor/Basic
Display this card. While displayed, you may recharge this card to reduce Combat damage dealt to you by 1.
While displayed, if proficient with light armors, you may bury this card to reduce all damage dealt to you to 0.
Caltrops
Spoiler:
Caltrops
Object/Basic
Banish this card to evade a monster whose highest difficulty to defeat is 14 or lower.
Banish this card to defeat a monster whose highest difficulty to defeat is 9 or lower.
Flawless Monocle
Spoiler:
Flawless Monocle
Accessory/Magic/Basic
Reveal this card to add 1d4 to your Craft or Perception check.
Recharge this card to ignore a card's power that happens when you examine it.
Metamorph
Spoiler:
Metamorph
Half-elf/Alchemist/Basic
While this card is in your hand, treat it as a monster as well as an ally.
Discard this card to explore your location. During this exploration, you may discard a boon that has the Alchemical or Liquid trait to add a die to your combat check.

Displayed descriptions:

Scarab Sages

Male Half-human Cleric 3/Wizard 3/Mystic Theurge 5

Sorry, yesterday was a rare 20-hour work+family obligation day. I'm in the clear now. Will post in the Gameplay thread.

Scarab Sages

Male Half-human Cleric 3/Wizard 3/Mystic Theurge 5

I'm Al, living in the central USA time zone (Texas). I love the PF RPG and have gotten my family into the PACG. But I want more! (We all loved Mummy's Mask and Skull and Shackles, hated and didn't finish Wrath of the Righteous).

I'm playing the rogue Olenjack, # 6257-1001. That's right, a four digit number. I've done organized play on and off since the beginning.

I can do either Google Hangouts or Discord, but have more familiarity with Discord (by about 8 hours).

Scarab Sages

Pathfinder Card Game Subscriber

I've played a lot at home, but not yet PBP. I would bring the canny and personable Olenjack (Rogue + Ultimate Intrigue).

Scarab Sages

Pathfinder Card Game Subscriber

Of course you can name your character whatever you want. It is, however, one of the reasons I've virtually stopped playing PFS. I'm interested in immersion, vividly imagining the actions and interactions of the characters. It's become too difficult with the number of downright goofy names I've come across. It's another example of the strength of the system--many styles of play are accommodated--sometimes being a drawback. I'm not interested in a tongue-and-cheek series of tactical exercises. Other people apparently greatly enjoy that. In fact, a lot of people apparently prefer it. So, I play occasionally with my friends who are looking for the same experience. Sometimes I'm jealous that Tweedle-Dum, Moammar Qaddafi, and Fire & Ice are off adventuring (real names of PCs I've played with), but then I get over it.

I have to admit some interest in the PFS Avengers though...

Scarab Sages

Pathfinder Card Game Subscriber

Thanks for all the responses. It's clear that the rules don't specifically address the situation, but you all have provided solid reasoning for how to handle this situation. It's up to my DM to figure out how he wants to handle it.

I'm playing an inquisitor who casts invisibility and tries to get in flanking position (so he can use the teamwork feats). Normally, I'll just go around the opponent. But this one guy was standing in a doorway...so I thought I'd just sneak through his square and set up the flank. Botched the acrobatics. Maybe next time I'll just invisibly overrun and see how that works. Then, after I fail the combat maneuver and have to move back 2 squares, we can debate whether the opponent gets an AoO now that I'm visible. I expect he would, not for the overrun, but for the movement.

Scarab Sages

Pathfinder Card Game Subscriber
Skylancer4 wrote:


(5) Is wrong, you are essentially giving away where you are during the acrobatics check when you fail. At that point the opponent knows which square you occupy and can attack it with appropriate penalties for the situation. The acrobatics check fails, you provoke the attack moving into its square, it swings in its own square at an invisible opponent.

But I claim #5 is not wrong. It doesn't matter if you know what square a enemy character is in--you can't make an AoO against that enemy. That's pretty clearly stated in the rules.

What you are suggesting is a perfectly reasonable way of handling things at the table, but I'm still looking for a clear explanation in the rules.

Scarab Sages

Pathfinder Card Game Subscriber
Quantum Steve wrote:
Skylancer4 wrote:
(5) Is wrong, you are essentially giving away where you are during the acrobatics check when you fail. At that point the opponent knows which square you occupy and can attack it with appropriate penalties for the situation. The acrobatics check fails, you provoke the attack moving into its square, it swings in its own square at an invisible opponent.
When you failed to acrobatics check, you were in his square, then you moved back to your own square and are no longer pinpointed.

That seems reasonable, but that's not what the Acrobatics skill states. Failing the skill check simply results in an AoO, as I understand it.

Scarab Sages

Pathfinder Card Game Subscriber

Okay, correct me if/where I'm wrong:

1. You're invisible and want to move through an enemy's space.
2. You have to make an Acrobatics check to do so without provoking an AoO (I don't necessarily agree with this interpretation, but let's run with it).
3. Whether you succeed or fail the Acrobatics check, you make it through the space (as per the Acrobatics skill).
4. If you fail the Acrobatics check, the enemy gets an AoO.
5. You're invisible, which means you have total concealment, thus opponents can't make AoO's against you unless they can see invisible.

Therefore, the upshot is that you make a meaningless Acrobatics check to automatically move through the enemy's space and automatically avoid any AoOs.

Is this right? I mean, it makes sense--an invisible person should easily be able to walk by someone who doesn't know they are there. According to the spell, you get a +20 to your Stealth check when moving, so it'll be really tough for the person to even know you're there.

Scarab Sages

Pathfinder Card Game Subscriber

Random HP can be a problem. I wouldn't underestimate the concern for this fighter--someone plays a fighter to fight, and with well below average HP, that becomes a much riskier prospect. And it diminishes the fun.

The problem is that, unless you roll stats, few other rolls have as much impact as that bad HP roll. Miss an attack? No big deal. Roll low damage? Try again next round. Fail a skill check? The adventure isn't derailed. Fail a save against a death effect? Yeah, that's as much of an impact.

Here are two methods I've used.
1. HP at each level after first are 2 less than max. So wizards get 4 HP per level, rogues and clerics 6, fighters 8, and barbarians 10. It maintains a nice difference between classes, but yeah it leads to high HP.
2. Characters with d6 hit dice re-roll 1's; d8 re-roll 1's and 2's; d10 re-roll 1-3; d12 re-roll 1-4. It brings the averages up for higher hit dice (which I like).

I rolled a 4 for my 2nd level of inquisitor last night. I'm running him as a greatsword wielder, so this hurts a bit (just a little though). What hurts more is that the druid rolled an 8. Now I have to hide behind him! ;)

(Before anyone chimes in, yeah I've got Toughness and the extra HP for favored class, but still more HP is always better, no?)

Scarab Sages

Pathfinder Card Game Subscriber

I've done two things for HP (starting in 3.5):

PCs roll hit points, but d6 hit die re-rolls a 1, d8 hit die re-rolls a 1 or 2, d10 hit die re-rolls a 1, 2, or 3, d12 hit die re-rolls a 1, 2, 3, or 4. This makes the hp spread a bit wider. I didn't like how rogues got 1 more hp than wizards, clerics 1 more than rogues, etc.

The second thing I've done, which I prefer, is PCs get 2 hp less than max (after first level). That way, the spread from d6 hit die to d12 hit die is large enough to matter as PCs level, and melee characters are macho.

Scarab Sages

Pathfinder Card Game Subscriber
Thea Peters wrote:
1. The stat blocks where they are allow the DM to pick up the mod and run it and know which NPCs go for which encounter -- for me if I know in advance I'm going to be running a mod I have notecards with the pertinent information for each NPC in each tier (they're also separated out by tier) and I can reference the stat block in the mod if I need to for additional information. I've found this help combat go a ton quicker as I'm not having to scan the stat block each time it's my turn.

While I agree with this to some extent, having three sets of stat blocks for two different creatures, in the middle of the description of an area, slows me down. I can't just pick it up and run it because I have to keep flipping pages (or screens) back and forth.

Thea Peters wrote:
2. If you read the NPC tactics it tells you some information about how the NPC plays, there is also something to be said for a smidge of GM ad-lib. I know that I've added a couple of monstors at the last minute when my party is tearing through the encounters. Or I just ask if they want the higher tier.

I love the tactics block. Given it's organized play, I'm cautious about how much I can ad-lib--changing enemy tactics, sure. Adding monsters, I don't think is kosher. Especially if a PC gets killed, for instance.

Thea Peters wrote:
3. The subtiers have been discussed ad nauseum in various posts and I don't think you're going to get a lot of people to respond. I've read all of those posts and the opinions are so varied I pity the Paizo folks for having to try and make sense of it all.

Ah, I didn't search for "subtiers." I looked for discussions but didn't use that term. If opinions are that varied, it's probably a non-starter then. I'd still rather have 1st level only sub-tiers, but I'm not going to cry if it doesn't happen.

Thea Peters wrote:
4. Some of the NPCs are hidden and so having them "outed" in the read aloud text isn't going to happen. It leaves no mystery for the GM to play with when running the encounter -- I personally prefer to be able to tailor the encounter to my group than have it all handed to me in box text -- I've also found with some of my home group people that after a couple of paragraphs of box text they start discussing things while I'm still reading.

Well, sure, hidden NPCs shouldn't be included. But here's an example of not being pick-up-and-run friendly. There's read-aloud text, then some descriptive text, then a couple paragraphs in, the critical info about creatures in the room. I'd recommend at least putting that right after the read-aloud text. And you're so right about players getting off-topic while I'm reading aloud text--always happens during mission briefings! So much so that I'm tempted to just not finish the briefing...

Thanks for the responses.

Scarab Sages

Pathfinder Card Game Subscriber

I enjoy playing and running PFS adventures. However, I'd like to recommend a couple of improvements to the scenarios.

1. Take stat blocks out of the text and include them as appendices by sub-tier, with no stat block spilling to another page. I find having the stat blocks for multiple sub-tiers right in the text, breaking across pages, to be difficult to use. I would much rather have an appendix for each sub-tier. Since we DMs print out the modules, I don't expect that page length is a concern to Paizo. I don't want the scenarios to have many extra pages, but the trade-off is that I wouldn't have to print stat blocks for other sub-tiers. I'd probably print less this way, in fact.

2. Provide a simple way to make each encounter a little more challenging. For example, I've run scenarios for 4 PCs at level 4 in sub-tier 3-4. Every time, they walk through the combats. This phenomenon is even more pronounced in sub-tier 1-2 with a group of 2nd level PCs. Perhaps provide one or two other creatures to the encounter, or a terrain obstacle or a buff (potion or scroll) for the enemies to use.

3. Eliminate sub-tier 1-2 and have a simple sub-tier 1. Then 2-3, 4-5, etc. There's just no comparison between 1st and 2nd level characters. Four 2nd level PCs have blasted through every sub-tier 1-2 scenario I've played or run. They're exponentially more powerful than 1st level, what with many more HP and the gear.

4. Provide read-aloud text that includes the creature(s) in the room. So many times, the read-aloud text describes the room, but leaves out the creatures/villains in the room. I recommend including that information with the excellent descriptive text. If, for some reason, the creature isn't there, it's easier for me to skip the text than to ad-lib it. And, the majority of the time, the creature will be there.

These are humble suggestions and I recognize there may be reasons they aren't feasible--reasons I haven't thought of. What do you all think?

Scarab Sages

Pathfinder Card Game Subscriber

Since we're talking about PCGen, I have a question. I love the program, though I agree that the flexibility/power of PCGen comes with a price of complexity. It seems to me that this is necessary--just like more complex game rules can handle a greater variety of situations.

Anyway, my question is: Is there an easy way to add traits? Feats show up in the List Editors. I've manually modified the data files before to add traits, but that's just a hassle. And now that I have installed another new version of PCGen, I don't feel like doing it again. Am I missing something?

Also, does anyone have any alternate character sheets for the PFS rules that can be used with PCGen? Something a little more eye-pleasing, even? Believe me, I'm a function over form guy, but I can appreciate beauty. As long as someone else creates it.

Developers of PCGen--you rock! Thanks for all the work you put into this tool. It may not do everything I want just the way I want, but neither does a paper character sheet, and it's light-years more awesome than anything I could ever hope to make.

Scarab Sages

Pathfinder Card Game Subscriber

Let me know what you find. I might be moving up to that area next summer and I would love to play Pathfinder! (And Star Wars Saga, and Paranoia, and Fading Suns, and Mutants and Masterminds, and...lots of stuff.)

Scarab Sages

Pathfinder Card Game Subscriber

Well, sure, I can come up with a couple:

Chasing an enemy while in combat. They move. Then other people do stuff. Then you move. So, if your enemy activated a trap, they're affected, but you're safe 60 feet away. This is a result of the turn-based nature of combat. However, if it were "real," your PC would be right behind the other guy and would be affected by the trap.

Another combat thing--without a feat, you can't run by and hit something. Or shoot a hand crossbow. So you couldn't play hockey, or soccer. You'd have to walk 30 feet, then kick the ball. You couldn't ever run up to it and kick. And you think soccer is low-scoring already!

How about, you can't make a turn when you're running full speed, but you could run full speed this round, then next round run full speed in exactly the opposite direction? You instantly change direction--but you can only do it between your turns, not during. And, yes, I know it can be explained as you were slowing down your first turn to prepare to turn around, but then if you weren't slowing down, why couldn't you run farther?

Someone's mentioned the falling rules. A normal 10th level fighter can fall from orbit and survive, according to the rules.

Hey, taking Rapid Reload means a 16th level fighter can fire a crossbow 4 times (5 with Rapid Shot) in 6 seconds. That's a bit beyond heroic.

And, umm, halflings have a -2 strength, which means they can have a strength of 16? So a 38 pound biped can carry a load of 170 pounds? That, my friends, is fantasy. And I love it. All hail Conan the Halfling!

Note, I'm not complaining about any of the above. I love Pathfinder and we roll with some of the rules blips because no set of rules (aside from reality) can cover every situation. And I wouldn't even want to think about how to run a real-time combat!

Scarab Sages

Pathfinder Card Game Subscriber

I think the point of not revealing the adult prismwing is to create dramatic attention--and it works! Everyone's saying they want to know more about the adult. So vote for the monster and let the author write a module full of prismwings!

But really, they're obviously different enough creatures that the author would run the risk of describing two monsters if he said more. Sure, he could have called it a Beach Bug, but that's just not the same.

What I like about this monster, as opposed to some others, is its environment and abilities make sense. It doesn't feel like several unassociated abilities put together on a monster chassis. It feels like a believable creature that could exist in a fantasy world. It brings enough threat to the encounter to be scary. Okay, it may only show up once in a campaign, but that's true for most monsters, isn't it?

I also like that it's a reasonable low level encounter. There aren't enough of those kinds of monsters, if you ask me.

Scarab Sages

Pathfinder Card Game Subscriber

I beseech thee o mighty Clark, for feedback on my item.

PIPE OF OSTENSIBLE CLOUT
Aura moderate transmutation; CL 7th
Slot –; Price 5,000 gp; Weight
DESCRIPTION
This is a finely crafted tobacco pipe for the person of culture who has the time and intelligence to explain himself to others.
If the owner is smoking the pipe and has a hand free for thoughtful gestures, he may use his Intelligence modifier to replace his Charisma modifier for Bluff checks to deceive NPCs and Diplomacy checks to influence the attitude of NPCs, including making requests of them, as per the Diplomacy skill. (The pipe doesn’t really work for feinting in combat or gathering information, however.)
In addition, the pipe grants a +5 bonus to the listed skill checks, regardless of whether the owner uses his Intelligence bonus.
CONSTRUCTION
Requirements Craft Wondrous Item, Charm Monster; Cost 2,500 gp

Scarab Sages

Pathfinder Card Game Subscriber

I don't see the healing as a drawback at all. In fact, they get full healing from Repair spells and half healing from Cure spells. So, in fact, they have *more* options for healing. And since they don't need to sleep, they can repair themselves over night, getting the same (or better) effects as natural healing. They can't bleed out, either. I've played a lot of Eberron. My opinion is that Warforged are easily a LA +1. They have no significant weaknesses and an array of immunities--can't drown, can't suffocate, can't be poisoned. But they can still benefit from potions, Heroes Feast, etc. Anyway, I love the race. From a game-world perspective, they're awesome. They are just far too easily abused. (And yes, the energy drain is totally gratuitous.) I wouldn't import them as is into Pathfinder, though I haven't seen the Aasimar yet to compare.