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Any updates on this?

brannanjp wrote:

Hi there,

I placed two orders today, Order 9111816 and Order 32585732.

Order 32585732 is for hard copies of the Lost Omens World Guide and The Lost Omens Pathfinder Society Guide.

Order 9111816 is for a Pathfinder Lost Omens Subscription starting with the Lost Omens Pathfinder Society Guide.

I’d like to remove separate The Pathfinder Society Guide from 32585732 because I only need one copy of the book, and I’d prefer to get it as part of the subscription so I can get the PDF copy for free.

Can you help me sort that out?

Also, how long does it take for the PDF versions to become available?

[Note: I'd also sent an email message about this before I saw the notice that the forum was preferred for more urgent requests.]

Thanks,

JP


Hi there,

I placed two orders today, Order 9111816 and Order 32585732.

Order 32585732 is for hard copies of the Lost Omens World Guide and The Lost Omens Pathfinder Society Guide.

Order 9111816 is for a Pathfinder Lost Omens Subscription starting with the Lost Omens Pathfinder Society Guide.

I’d like to remove separate The Pathfinder Society Guide from 32585732 because I only need one copy of the book, and I’d prefer to get it as part of the subscription so I can get the PDF copy for free.

Can you help me sort that out?

Also, how long does it take for the PDF versions to become available?

[Note: I'd also sent an email message about this before I saw the notice that the forum was preferred for more urgent requests.]

Thanks,

JP


Jhaeman wrote:

Can anyone get the link to the Pathfinder Tales web fiction to work? Did the stories get moved or removed?

https://paizo.com/store/pathfinder/fiction/tales/serial

I'm not seeing anything when I follow that link.


I've been trying using Firefox and Chrome (on a Mac laptop) and continually get:

We're having some trouble right now.

Please try again in a few minutes. If you repeatedly receive this error, please let us know.
Error 500

I've tried clearing cookies. I've tried upgrading my browser version. I've cleared the browser cache. I've tried incognito windows and/or private windows.


SuperBidi wrote:
orphias wrote:
My second gripe on casters is where martial classes get magic weapons to increase their hit chances and are doing significantly more damage than the poor wizard ever does.
At low level. At high level, casters easily outdamage martials. Casters are weak at level 1-4, and a bit under martials at level 5-6. After that, it's just bliss.

Can you offer me some advice on how, as a 9th-level wizard to out-damage martial characters (champion, ranger, barbarian) who are routinely doing 30-50 points of damage per round? I've been trying things like cone of cold, lightning bolt, wall of fire.


I love this discussion. I'd suggest that there must be some template that should be be applied to Cohen to reflect "legendary" status. One thing GURPS had right: don't even *try* to quantify someone who speaks in ALL CAPITAL LETTERS.

Sometimes I wonder if Carrot should have a level or two of Aristocrat. I like the idea of Nobby being a halfling and having racial heritage feat to also pass as human for many purposes.

With respect to Rincewind, it might be justifiable to think he has access to the class skills etc. of a wizard even if he can't cast spells. I believe Count Jeggare of Pathfinder fame faces a similar conundrum with respect to casting spells.

He definitely seems to have the knowledge.... just not he ability.

The tough thing is that almost any being on Discworld can justifiablly have a at least a level of Rogue, which suggests maybe some world-specific background feats/skills be added into the mix.


Hmmm. First, sorry about the lack of spoiler warning. I'm pretty new to the forums so I appreciate the advice on forum etiquette.

With respect to the making a saving throw while asleep, I'd probably be cinematically inclined -- since the negative effects of the nightmare spell involve not getting a good night's rest and the spell range is unlimited, I'd probably do something like the dream becoming lucid as suggested above, or perhaps having the person realize upon waking naturally what had happened. I say that because the damage would have been prevented and there most likely wouldn't have been an opportunity for an immediate counterattack. I might make some of the symptoms visible externally, like maybe the target calls out in her or her sleep but doesn't wake -- thereby giving nearby allies the chance to act.

On the other hand, if the effect was generated by a closer agency I would probably think it appropriate to awaken and immediately confront the present threat upon a successful save.

I suppose if I had to justify this i'd suggest that that while characters are subconsciously aware of what's going on in their sleep/dreams, they also subconsciously exercise some level of intuitive judgement about the nature of the threat. That argument is not as strong as I'd like though.


Spoiler:
I'm running a campaign using Skull & Shackles, and we're up to the Island of Empty Eyes. So it's time for several monsters to be using the Nightmare spell as a means of telepathically interrogating people.

My question is this: Is reasonable to say that if someone succeeds on a save vs the Nightmare spell that he/she still experienced the "dream" but simply did not suffer ill effects from it? I'm trying to decide how much information to impart to players whose characters were the targets of the nightmare spell, since that in an of itself may aid them in pursuing the plot, even if they do save and avoid the ill effects.

Obviously I'm inclined to take this approach, but I'm curious what other people think.


In general, I think there *must* be a significant number of perfectly sane captains who sail ships around the edges of the Eye. The reason for this: Skull & Shackles implies that regular trade between the Inner Sea and Sargava is significant and profitable enough to make it worthwhile despite both the risks of the Eye and the risk of piracy in The Shackles.

The hazards outlined in Tempest Rising can be skirted and/or managed by ship captains of ~8th level (probably 7th), just based on the level of Profession(Sailor) check required, assuming that they have the right support crew (at least one spell casting officer-level crew member, etc.)

This is, at least, based on my experience in GMing the Skull and Shackles adventure path (still in progress.)


I see your logic, except for the "vs a set DC." The DC varies based on the "Wisdom bonus" and "Hit Dice" of the target. This leaves open the argument (from a certain perspective) that bonuses meant to increase willpower and related Will saves implies that the difficulty of influencing said individual should increase by a corresponding amount.


First, I should clarify: I'm specifically concerned with the effects of the "demoralize" use of the Intimidate skill.

That said, my citation is to elsewhere in the rules forum, which should be findable by searching the message board for things like "demoralize", "paladin", and "fear".

You are correct (as far as I can tell) that Paladins would not receive blanket immunity to the effects of the Intimidate skill. I should properly have said that they were immune to the demoralize usage, which normally creates the Shaken condition.

Given the above, plus the fact that Intimidate as a skill effect is mundane, as is Bravery (as an Ex ability), my inquiry should properly be whether the Bravery (Ex) ability should increase the DC for the relevant Intimidate check.

(In some ways, I wonder if the DC for the demoralize usage of Intimidate meant to state that the DC was based on HD plus Wis bonus meant to say HD plus Will save bonus. However, I realize that Will save bonus is not the same as specific bonuses vs fear effects, or for that matter vs mundane effects that induce fear. In the greater story sense, Bravery implies that fighters with Bravery possess the steely nerves of hardened warriors who are not easily…. intimidated. But the Intimidate skill does not give a Saving Throw, rather it is simply vs a DC. But in spirit they seem the same.


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

Do Sahuagin have the Special Quality amphibious? It's not listed in the bestiary, but their use in raiding ships and surface settlements imply that they have it, since they are able to act on the surface for prolonged periods.


2 people marked this as FAQ candidate.

Elsewhere in rules discussion it has been stated that Paladins who are immune to fear are immune to intimidation attempts.

Should the bonus that Fighters receive from the Bravery class ability increase the DC for intimidate checks against them?


I'm wondering about the loss of movement restriction, and pondering just modifying the ability to retain the lack of movement restriction for the corsair. I think trading off the multiple skill penalties for lack of penalties on two skills is a fair trade-off.