Leaf Leshy

donato's page

Contributor. 1,178 posts. Alias of Luis Loza (Developer).



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Pathfinder Battles Case Subscriber; Pathfinder Companion, Maps, Pathfinder Accessories, Pawns, Starfinder Society Subscriber; Pathfinder Roleplaying Game Superscriber

Wow. I loved this one. Skull & Shackles was one of my favorite APs, and that storm is as much a character as any other! Bravo!

Paizo Employee Developer

Just for clarity, there's no need to bring your own characters or any other material for that matter! I will be providing pregens, pencils, and dice so just bring some wacky ideas and we'll have some fun!

Paizo Employee Developer

Just for clarity, there's no need to bring your own characters or any other material for that matter! I will be providing pregens, pencils, and dice so just bring some wacky ideas and we'll have some fun!

Contributor

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Hooray for editors! Welcome, all!

Paizo Employee Developer

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Ha, I wrote this intro a while back. You all already know that the Starfinder Adventure Path after Against the Aeon Throne is Signal of Screams!

We'll be announcing the AP after THAT at PaizoCon during the Starfinder Adventure Path seminar. Chris Sims is in charge of that one and its a real hot ticket!

Paizo Employee Developer

4 people marked this as a favorite.

Hi, I need to have all my subscriptions and pending orders cancelled.

Pathfinder Adventure Path
Pathfinder Campaign Setting
Pathfinder Modules
Pathfinder Pawns
Pathfinder Player Companion
Pathfinder Roleplaying Game
Starfinder Roleplaying Game
Starfinder Adventure Path
Starfinder Maps
Starfinder Accessories
Starfinder Society Roleplaying Guild

I'm now working for Paizo, so I think I'm good. :D

Hi from downstairs!

Contributor

Please cancel Order 4398135. Also, please cancel my Starfinder Society Scenario subscription. I didn't realize that Starfinder Superscribers received that for free.

Sorry for making you do extra work! :(

Contributor

1 person marked this as a favorite.

The CRPG is real!

Looks like Owlcat games is helming the development with Chris Avallone as the narrative designer!

Contributor

I'm looking at making a self-healer with the use of Godless Healing. Fey Foundling helps a ton with healing, but I'm not 100% as to whether the two would interact as I hope.

Fey Foundling wrote:

Fey Foundling

You were found in the wilds as a child, bearing a mark of the First World.
Prerequisites: You may only select this feat at 1st level.
Benefit: Your strange connection to the First World and the fey infuses you with life, and whenever you receive magical healing, you heal an additional 2 points per die rolled. You gain a +2 bonus on all saving throws against death effects. Unfortunately, you also suffer +1 point of damage from cold iron weapons (although you can wield cold iron weapons without significant discomfort).
Godless Healing wrote:

Godless Healing

You have mastered a specialized and complex technique to ignore pain by focusing your belief on the self rather than relying on faith.
Prerequisite: Cannot have a patron deity.
Benefit: Once per day when you have half your total hit points or fewer, you may heal yourself of an amount of damage equal to 1d8 plus your total Hit Dice as a move action. This is a supernatural ability.
Special: You can take this feat more than once. Each time you do, you may heal yourself one additional time per day.

So, Fey Foundling specifically works with magical healing. The healing from Godless Healing is classed as supernatural. I would believe that the two interact just fine, but I can't prove it without a shadow of a doubt per RAW.

Supernatural Abilities wrote:
Supernatural Abilities: These can't be disrupted in combat and generally don't provoke attacks of opportunity. They aren't subject to spell resistance, counterspells, or dispel magic, and don't function in antimagic areas.

Any thoughts?

Contributor

Please and thank you!

Contributor

1 person marked this as a favorite.

AKITON!

This game cannot get here soon enough!

Contributor

It looks like Obsidian is trying to get a feel for a possible PF CRPG. On their forums, one of their devs posted a link to a survey, which includes a significant section asking about Pathfinder and even what APs might make a good game!

Lisa Stevens mentioned that a CRPG was always a goal, but it's cool to see that some work might be getting started on it!

More info can be found here.

Contributor

It looks like Obsidian is trying to get a feel for a possible PF CRPG. On their forums, one of their devs posted a link to a survey, which includes a significant section asking about Pathfinder and even what APs might make a good game!

Lisa Stevens mentioned that a CRPG was always a goal, but it's cool to see that some work might be getting started on it!

More info can be found here.

Contributor

Did this order for the Special Edition of the CotCT hardcover actually go through? The email and order both are rather barren and I'm concerned it never properly processed.

Contributor

I was looking to print out a large-scale version of the map of Kintargo for my upcoming game. Hopefully, it would be big enough to lay out on the table and allow for my players to mark off important points or strategize war room style. Does anyone know of somewhere I could have something like this printed? I'm also considering local options, but if there's something online, I'd love to know!

Contributor

I'm trying to figure out what calculations were used to generate the XP values required for level up. On Medium progression, it starts with 2,000, then 3,000 additional XP. It appears to follow a pattern of doubling the value every other level, but it doesn't seem to stick with this the entire way through.

Does anyone know what the formula is to determine the XP values or are they just arbitrary?

Contributor

Exciting! I look forward to seeing more of these evil iconics.

Will their stats in the AP be presented at level 1?

Contributor

Please cancel my Maps subscription.

Thanks!

Contributor

I'm looking a bit into these and was looking for some help in finding more. I'm looking for organizations or groups that make a fair amount of use summoning, binding, or calling creatures for use. For example, the Hellknights summon devils to train against and the Acadamae of Korvosa has a conjuration as part of their final exam. Is there any other ones that I might have missed?

Contributor

Gimme, gimme, gimme!

Oh, I broke it.

Contributor

My player's have (foolishly) attempted to climb onto creatures bigger than themselves so many times. I eventually got fed up and made rules for such a thing. Maybe they'll be of use at your table? Take a look!

I'll keep the most up to date version of these rule on my blog, located here.

Rules:
Ever brave, or ever foolish, the time will come when an adventurer will feel the need to scale a creature monstrous in size. Be it for a tactical advantage, a distraction, or to fulfill some kind of challenge, climbing onto a larger creature is no easy task.

There are two categories of creatures referred to within these rules: the summit and the climber. The summit is the creature that is to be climbed upon. The climber refers to the creature attempting to climb onto another creature.

To begin climbing onto a dragon, giant, or other larger creature, a climber must first succeed on a melee touch attack. This attack provokes attacks of opportunity. If you are hit by the summit, you take the damage normally and apply half that amount as a penalty to the attack roll. On a success, you have successfully began to climb onto the summit and entered its space. More than one climber may climb onto a summit, but only if they are all at least two size categories smaller than the summit. For each size category smaller, an additional number of climbers may attempt to climb on the summit. A huge summit may be climbed upon by two medium climbers, four small climbers, eight tiny climbers, and so on. Each climber beyond the first takes a cumulative –4 penalty to their attack and climb rolls to climb onto the summit.

Once you are climbing on the summit, you must make a climb check for each size category larger than you the summit is. The DC for the climb check is equal to 10+the summit’s CR. This is to climb to a position where you are able to hold on properly and still be able to take other actions. You may instead begin to take other actions at any point before making your successful climb checks, but you incur a –4 penalty to all d20 rolls for each climb check that was ignored. For example, when climbing onto a bullete, a human can make two climb checks to get onto its back, make a single climb check to attack on the bullete’s side at a –4, or forgo the climb checks and began attacking at the bullete’s legs at a –8.

Once in position, there are a variety of actions that can be taken. As a standard action, you make a single melee attack with a light or one-handed weapon at a +4 bonus. This bonus increases by 2 for every size category, beyond the first, you are smaller than the summit. For example, a halfling climbing onto an ogre would receive a +6 bonus to her attack roll. Summits attacked in this way are treated as flat-footed for the purposes of sneak attack. Also, as a standard action, you may cast a spell, but must first succeed on a concentration check (DC 15+spell level).

As a full-round action, you may instead choose to target a specific body part to damage. The effects are the same as that of the gunslinger’s targeting deed. Instead as a full-round action, you may brace yourself onto the summit to aid in staying on (see below). This grants you a +8 bonus to climb checks until the start of your next turn.

A summit that is being climbed upon may try to remove a climber or climbers in a number of ways. As a standard action, the summit may make a single melee attack against a climber. When damaged, the climber must make a climb check to hold on. The DC is equal to 5+the damage taken. Instead, the summit may attempt a combat maneuver against the climber. This combat maneuver does not provoke attacks of opportunity. A successful check knocks the climber off. The climber takes 1d6 points of damage for every size category smaller they are than the summit. Finally, as a full-round action, the summit may make a Strength shake to force all climbers off at once. The climbers make a climb check to hold on with the DC equal to the summit’s Strength check.

Any spells or effects that offer a reflex save that target the summit, also target any climbers. Climbers receive a –4 to this reflex save. If a summit is knocked prone or otherwise falls over, climbers may attempt a reflex save (DC equal to 10+the summit’s CR) to leap to an adjacent square safely or remain on the summit, but avoid damage. Failure results in taking damage as if knocked off the summit (see above).

Contributor

This order was placed for a copy of the New Oaths Compendium. It's still showing as pending. However, I just received my copy of this. I don't know if this needs to be addressed, but I figured I'd make it known. Thanks.

Contributor

Please cancel my subscription to the Tales and Comics lines, please. Thanks for your help.

Contributor

As I posted here, I accidentally set a gift certificate to be saved for later in my shopping cart. Unfortunately, I keep getting an error when trying to access my shopping cart from any browser.

Would it be possible to clear that out from my saved for later so I may try to buy things again?

Contributor

I was trying to purchase a gift certificate and accidentally clicked the 'Save for later' button for the gift certificate. However, now it seems I can't return to the shopping cart, regardless of what may or may not be in it. I'm in no rush to buy this, but I figured you guys would like to know that saving the gift certificate seems to break your shopping cart.

Contributor

I recently placed Order 3050879. Looking at my list of available gift certificates, it doesn't seem to be showing on the list. Any help with this would be appreciated. Thanks!

(By the way, I've been very satisfied with Paizo's customer service on the multiple times I've dealt with them. All my thanks and appreciation to the entire CS team. :D )

Contributor

4 people marked this as a favorite.

As I'm running out of things to do until the first adventure releases proper, I decided to follow the information in the Player's Guide and find the weather for Osirion. According to the Player's Guide, weather in the region ranges from warm to hot. Following the rules for weather in the Core Rulebook, I decided to determine the temperature and weather for a year's worth of time, randomly rolling for temperatures and weather.

Here is a link to the Osirion Almanac.

The spreadsheet is broken up to the twelve months for warm weather and for hot weather. The two types are each on their own sheet. The first column is the highest temperature for the day, the second the low, and the third is the weather effects, if any. There is a key on the far right. It shows that the weather may be windy (moderate or strong winds), a dust storm, or a downpour.

I had hoped to start using weather a bit more and knowing when it is hot and required Fort saves was important. I decided to get the rolling out of the way and have plenty of time covered. I don't expect to have the AP take a year of game time, but it's nice to have. Feel free to use it for your games. Enjoy!

Contributor

1 person marked this as a favorite.

Called it! Thanks for this. :)

Contributor

2 people marked this as a favorite.

Exciting! Good luck, finalists!

Contributor

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I finally got around to reading my Wrath of the Righteous books, after an unsuccessful stint as a player. As I plan to eventually run it, I've started to slowly work on things that will help me in the future. The first thing I did was start working on leveling up the main NPCs that can join the players. Here's my first bit of work, Anevia Tirablade:

Level 5:
Except for the broken leg, Anevia's a typical rogue. Progressing her in Book two, there are no suggestions. However, Book three lists Anevia as a rogue 7, so it makes sense that the step between these two would be rogue 5. Her leg is mended and the all necessary precise shot feat is taken to aid her in her ranged attacks. The dust of tracelessness and elixir of hiding are provided to aid in her stealthy movement.

ANEVIA TIRABADE CR 4
XP 1,200
Female human rogue 5
NG Medium humanoid (human)
Init +8; Senses Perception +7
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 26 (5d8)
Fort +2, Ref +9, Will +1; +1 vs. traps
Defensive Abilities evasion, trap sense +1, uncanny dodge
OFFENSE
Speed 30 ft.
Melee short sword +4 (1d6+1/19–20)
Ranged shortbow +7 (1d6/×3)
Special Attacks sneak attack +3d6
Rogue Spell-Like Abilities (CL 5th, concentration +7)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +3; CMB +3; CMD 16
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot
Skills Acrobatics +12 (+1 when jumping), Climb +9, Diplomacy +9, Disable Device +12, Knowledge (dungeoneering) +10, Knowledge (local) +10, Knowledge (planes) +7, Linguistics +10, Perception +7, Sense Motive +7, Sleight of Hand +12, Stealth +12
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic), trapfinding +2
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, shortbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), thieves’ tools, 46 gp

Level 7:
Anevia has upgraded from her shortbow to a longbow, taking weapon focus to compliment the upgrade. Along with this, she has also taken the surprise attack rogue talent, to make better use of he improved initiative. I'm imagining Anevia a switch hitter who begins a combat with a sneak attack from her bow, then moves in to flank.

ANEVIA TIRABADE CR 6
XP 2,400
Female human rogue 7
NG Medium humanoid (human)
Init +8; Senses Perception +9
DEFENSE
AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 35 (7d8)
Fort +3, Ref +10, Will +2; +2 vs. traps
Defensive Abilities evasion, trap sense +2, uncanny dodge
[b]OFFENSE

Speed 30 ft.
Melee short sword +6 (1d6+1/19–20)
Ranged +1 longbow +11 (1d8+1/×3)
Special Attacks sneak attack +4d6
Rogue Spell-Like Abilities (CL 7th, concentration +9)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 8, Cha 13
Base Atk +5; CMB +6; CMD 20
Feats Improved Initiative, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Focus (longbow)
Skills Acrobatics +14 (+1 when jumping), Climb +11, Diplomacy +11, Disable Device +14, Knowledge (dungeoneering) +12, Knowledge (local) +12, Knowledge (planes) +9, Linguistics +12, Perception +9, Sense Motive +9, Sleight of Hand +14, Stealth +14
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (fast stealth, minor magic, surprise attack), trapfinding +3
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, smokestick (3); Other Gear +1 leather armor, cloak of resistance +1, short sword, +1 longbow, arrows, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 196 gp

Level 11:
Anevia now has access to the manyshot feat, thus making her initial barrage of arrows all the more deadly. Her armor begins to beef up a bit, as she is more likely to find her self in the midst of melee.

ANEVIA TIRABADE CR 10
XP 9,600
Female human rogue 11
NG Medium humanoid (human)
Init +8; Senses Perception +13
DEFENSE
AC 18, touch 14, flat-footed 14 (+4 armor, +4 Dex)
hp 53 (11d8)
Fort +5, Ref +13, Will +4; +3 vs. traps
Defensive Abilities evasion, trap sense +3, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +13/+8 (1d6+2/19–20)
Ranged +1 longbow +14/+9 (1d8+1/×3)
Special Attacks sneak attack +6d6
Rogue Spell-Like Abilities (CL 11th, concentration +13)
3/day—light
STATISTICS
Str 12, Dex 18, Con 10, Int 14, Wis 9, Cha 13
Base Atk +8; CMB +9; CMD 23
Feats Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +18 (+1 when jumping), Climb +15, Diplomacy +15, Disable Device +18, Knowledge (dungeoneering) +16, Knowledge (local) +16, Knowledge (planes) +13, Linguistics +14, Perception +13, Sense Motive +13, Sleight of Hand +18, Stealth +18
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, minor magic, surprise attack), trapfinding +5
Combat Gear alchemist’s fire (2), potion of cure moderate wounds, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +2 leather armor, cloak of resistance +2, +1 short sword, +1 longbow, arrows, ring of feather falling, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 46 gp

Level 14:
Anevia now has access to the manyshot feat, thus making her initial barrage of arrows all the more deadly. Her armor begins to beef up a bit, as she is more likely to find her self in the midst of melee.

ANEVIA TIRABADE CR 13
XP 25,600
Female human rogue 14
NG Medium humanoid (human)
Init +9; Senses Perception +17
DEFENSE
AC 22, touch 17, flat-footed 16 (+5 armor, +5 Dex, +1 Dodge, +1 deflection)
hp 66 (14d8)
Fort +6, Ref +16, Will +6; +4 vs. traps
Defensive Abilities improved evasion, trap sense +4, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +1 short sword +16/+11 (1d6+2/19–20)
Ranged +2 longbow +18/+13 (1d8+2/×3)
Special Attacks sneak attack +7d6
Rogue Spell-Like Abilities (CL 14th, concentration +16)
3/day—light
STATISTICS
Str 12, Dex 20, Con 10, Int 14, Wis 10, Cha 13
Base Atk +10; CMB +11; CMD 28
Feats Dodge, Improved Initiative, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +7, crippling strike, fast stealth, improved evasion, minor magic, slippery mind, surprise attack), trapfinding +7
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility, potion of spider climb, smokestick (3); Other Gear +3 leather armor, cloak of resistance +2, +1 short sword, +2 longbow, arrows, belt of incredible dexterity +2, ring of feather falling, ring of protection +1, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 146 gp

Level 17:
Using her last available rogue talent and two feats, Anevia becomes a force to be reckoned with in both melee and at a distance. Her short sword now has improved critical and, with access to sickening critical, is able to quickly cripple opponents if she is able to sneak attack.

ANEVIA TIRABADE CR 16
XP 76,800
Female human rogue 17
NG Medium humanoid (human)
Init +10; Senses Perception +17
DEFENSE
AC 25, touch 19, flat-footed 18 (+6 armor, +6 Dex, +1 Dodge, +2 deflection)
hp 80 (17d8)
Fort +8, Ref +19, Will +8; +5 vs. traps
Defensive Abilities evasion, trap sense +5, improved uncanny dodge
OFFENSE
Speed 30 ft.
Melee +2 short sword +20/+15/+10 (1d6+3/17–20)
Ranged +2 longbow +21/+16/+11 (1d8+2/×3)
Special Attacks sneak attack +9d6
Rogue Spell-Like Abilities (CL 17th, concentration +19)
3/day—light
STATISTICS
Str 12, Dex 22, Con 10, Int 14, Wis 10, Cha 13
Base Atk +12; CMB +13; CMD 32
Feats Critical Focus, Dodge, Improved Critical (short sword), Improved Initiative, Improved Precise Shot, Manyshot, Point-Blank Shot, Precise Shot, Rapid Shot, Sickening Critical, Weapon Finesse, Weapon Focus (longbow)
Skills Acrobatics +22 (+1 when jumping), Climb +18, Diplomacy +18, Disable Device +22, Knowledge (dungeoneering) +19, Knowledge (local) +19, Knowledge (planes) +16, Linguistics +17, Perception +17, Sense Motive +17, Sleight of Hand +22, Stealth +22
Languages Common, Hallit, Orc, Shadowtongue
SQ rogue talents (bleeding attack +6, crippling strike, fast stealth, feat [improved critical (short sword)] , improved evasion, minor magic, slippery mind, surprise attack), trapfinding +8
Combat Gear alchemist’s fire (2), potion of cure moderate wounds (3), potion of haste, potion of invisibility (2), potion of spider climb, smokestick (3); Other Gear +4 leather armor, cloak of resistance +3, +2 short sword, +2 longbow, arrows, belt of incredible dexterity +4, ring of feather falling ring of protection +2, handy haversack, efficient quiver, dust of tracelessness, elixir of hiding, silk rope (50 ft.), masterwork thieves’ tools, 246 gp

Overall, I feel that this approach to her build is able to complement any group that brings Anevia along. Fighting at range and melee are both feasible for her and she does well in rounding out any skills the group may need, such as disable device or sense motive. I have not chosen any languages for Anevia's linguistics skill, as I feel these would come more organically, depending on her enemies. A recommended list would include abyssal, aklo, celestial, draconic, infernal, and undercommon. The purchase of items assumes the expected wealth for NPCs of her level. Later books may make it difficult to purchase appropriate equipment, so feel free to substitute equipment as you feel necessary. Finally, feel free to point out any mistakes in the stat block and leave any feedback you have.

Contributor

Hello!

This order has been in a pending status for some time. I had added extra products to be shipped with the order and understood it would probably delay it a bit. However, I've come to notice that two of the minis that are part of the order (Pathfinder Battles—Legends of Golarion: Lini, Iconic Druid and Sajan, Iconic Monk) are currently unavailable. If this is causing a delay in the shipment, please remove those from the order.

Thanks for the assistance. I love Paizo and the warehouse crew!

Contributor

Monstrous!

Contributor

At our table, once a creature becomes frightened we play that it's intent on breaking line of sight with the target of its fear. That means the creature does its best to leave the room or area, attempting to avoid provoking attacks of opportunity from other creatures, until it can no longer see the target of the fear. At that point, it will continue to fight as normal, but taking precautions to avoid the fear target. For example, a frightened creature may run behind a wall or barricade to break LoS, but continue to fight with opponents on the other side of the wall.

Is this the correct way to play this? Is there a "proper" way to handle this?

Contributor

I currently have a few Razor Coast products in my sidecart as well as the Pathfinder Strategy Guide. The RC products are in stock and ready to ship, however when I attempt to have them ship immediately, it warns me that 'Will not ship until all preordered items arrive at our warehouse.' I was hoping I could have the available products be shipped, if that was possible.

Thanks for your help!

Contributor

While at PaizoCon, I purchased all of the Way of the Wicked books. The first set of books I purchased were rung up as the Print/PDF bundle, which was really nice. That is seen in order# 2649925. However, the next day when I purchased the remaining books, there was no PDF bundled with. I was hoping to get the PDFs for the remaining books. If not, that's fine, but it was really great to get those.

Contributor

If I were to be publishing a 3rd party product, would I be allowed to make references to the PRD in the product?

For example, let's say I want to direct readers to the PRD for reference. Would I be able to provide a url or a hyperlink to the PRD itself or even a specific page in the PRD? How about something like this?:

"This product makes use of the Pathfinder Roleplaying Game RPG Core Rulebook and Pathfinder Roleplaying Game Bestiary. These rules can be found online as part of the Pathfinder Roleplaying Game Reference Document at paizo.com/prd."

Contributor

For the most part, I understand how to apply the template to a creature, but I have just a few questions.

1. If a ghost had armor and weapons in life, when it becomes a ghost does it continue to use that same equipment?

2. Considering it lacks a strength score what stat does a ghost attack with?

Contributor

For the most part, I understand how to apply the template to a creature, but I have just a few questions.

1. If a ghost had armor and weapons in life, when it becomes a ghost does it continue to use that same equipment?

2. Considering it lacks a strength score what stat does a ghost attack with?

Contributor

Ultimate Magic, Learn Ranger Trap wrote: wrote:

Learn Ranger Trap

You learn how to create one kind of ranger trap.
Prerequisites: Survival 5 ranks.
Benefit: Select one ranger trap (see page 64). You may use this trap a number of times per day equal to your Wisdom bonus (minimum 1). The DC for your trap is equal to 10 + 1/2 your character’s level + your Wisdom bonus, and it lasts 1 day per two character levels.
If you are not a ranger, you can only set extraordinary traps with this feat; like all extraordinary ranger traps, this decreases the trap DC by 2.
Special: A ranger may use ranger traps a number of times per day equal to 1/2 his ranger level plus his Wisdom bonus. See the description of ranger traps for durations.

I was looking over this feat, as it is reprinted in Kobolds of Golarion. The second line seems to imply that every time you take the feat, you would choose a trap and that trap has its own number of uses. For example, you could take the feat twice and have an 18 Wisdom. Trap A would be available 4/day and Trap B would be available 4/day, independent of Trap A.

However, the special line at the end implies differently. It seems that you have a total number of uses for all your traps, all drawing from the some pool of uses. Our 18 Wis ranger would have traps 4/day and can use either Trap A or Trap B in any combination up to 4/day.

Is there any clarification as to which method is to be used or developer intent?

Contributor

Neat! Will we be learning some of the secrets of the Worldwound in the new AP?

Contributor

I recently received my order, which included my copy of the Dark Waters Rising Hardcover. Initially, the product was up to standard, however, as I reached the later pages of the Sanppoint Hinterlands sections, I was unable to turn my pages. It turns out that a section of pages, about 10-20 pages or so, were stuck together at the top. It seemed that the pages were not properly cut at printing.

It seems I can seperate these pages if I were to run a pencil or knife between these pages, but I'd prefer not to damage it. Is there any chance of receiving a replacement copy? Thanks for your help!

Contributor

Is the only difference for this the alternate cover?


The sun is high with a cool, salty breeze. It is a perfect day for sailing. Aboard the Minerva's Joy, portly Selman Pilter is pacing the deck, impatient with the length of the trip.

"Were Absalom not the perfect place to maximize profits, I would never leave Shaw. This travel is almost not worth it." He takes a glance at his most recent purchase, a fine gold ring with a large set ruby. "Almost," he giggles to himself.

The boat is a few hours from Port Shaw, set to unload its latest wares for sale from the exotic Inner Sea. The crew aboard is obviously exhausted, but enthusiastic for the return home. Selman waddles over to his dining chamber, where his five mercenaries are enjoying a lunch."

"Ah, my precious bodyguards. I hope my gratitude for your hard work is filling?"

Contributor

So it begins. Before anything else, I'll have to ask if you would be willing to provide an email. I can send you a link to the setting primer that I've prepared.

While we're getting up to speed on that, I will fill you in on how things are starting. You are all sellswords on the Minerva's Joy, a ship owned by merchant Selman Pilter. You are on a return voyage from Absalom, jewel of the Inner Sea. The sales went well and Selman is very content. It's been three months since you've left Absalom and are almost home to Port Shaw on the Razor Coast, located in southern Arcadia. Your contract with Selman is up upon arrival, leaving you to your own devices once you're home.

I'll have a gameplay thread very soon.

Contributor

I'm sure a lot of you are aware of Nicolas Logue's Razor Coast. It's a sandbox AP for levels 5-12 set in an Age of Sail setting.

I'm looking to run this for my personal group once my physical copy arrives. I was hoping to test the waters of how to run everything by setting up a PBP. Anyone in?

(I have a feeling I will get dozens of entrants if I were to do this. :S)

Edit: I'm just going to change this into the official recruitment thread.

Character Requirements:

Level 5 Character

20 Point-Buy

All Core Races as well aasimar and tiefling

All Core and Base Classes Available (Core, APG, UC, UM) except Summoner

Two traits

Max health every level

No limit on dump or maxed stats at character creation

Average starting wealth + 6,000 gp

Make sure to make someone with a more coastal theme to have fun. Pirates, sailors, dockworkers, tribal men, and the like will do well here.

I'm keeping recruitment open for two days! It will close on Wednesday morning. Good luck to all!

Contributor

Let's say I were to take weapon focus for unarmed strikes. It's a +1 bonus to hit. Would I also gain that bonus to grapple attempts? Considering bonuses to weapons assist in trip and sunder attempts, I would assume this would work for grapple. Technically, I grapple with my hands, at least I would assume I do.

Contributor

The Planet Hopper PbP is something that I've been running sporadically for almost a year. We had a good start, but unfortunately and mostly my fault, we've had the majority of players drop. There was a good period of time where I was rather inconsistent with updates. That combined with a busy schedule and a period where I was switching jobs has led us here. However, our cleric and wizard have been very faithful and are still in it!

My schedule is finally at a stable enough point where I can resume my routine posting schedule and we're needing some more players! I'm looking to recruit two players to join us. Specifically, we're looking for someone to fill in the lack of melee we have now. You wouldn't necessarily have to be a melee combatant, but I would just ask to not have any magic users fill in, if possible. Hopefully, we can have the missing roles covered and can keep going. Now, here are the recruitment rules:

Character Requirements:

  • Level 1 Character

  • 25 Point-buy

  • All Core Races, Dragon Empire Races, plus a multitude of monstrous races are available

    Monstrous Races:

    Android

    Aasimar

    Catfolk

    Changeling

    Dhampir

    Drow

    Grippli

    Ifrit

    Orc

    Oread

    Ratfolk

    Suli

    Sylph

    Tiefling

    Vanara

    Vishkanya

  • All Core and Base Classes Available (Core, APG, UC, UM)

  • Treat guns and ammo as if they were under the commonplace guns rules.

  • No limit on dump or maxed stats at character creation

  • We will play to level 10, based on milestone leveling (I will tell you when to level based on events)

Last thing, I'm sure you would like to know what's been going on. you're always free to read the gameplay page If you'd rather not, here's a summary of the story so far:

Spoiler:

Six unrelated strangers wake up and find themselves on the sun, before a small robot sphere. The sphere transmits a feed of a strange, elven man explaining to them that they are supposedly very important and asks them to be part of his plan, whatever that may be. The robot, Keth, teleports them to the nearest planet, Aballon. There they find a variety of constructs and machines. After scouring around for a bit, they find themselsves in an underground complex that once belonged to a race known as the Kethans. The Kethans appear to be a race of humanoid constructs that created most of the robot creatures of Aballon.

With some more exploration, they find that many of the Kethans still live beneath the complex. Soon enough, they meet the Mechanic, a Kethan who is very appropiately titled and very much an expert on technology. The Mechanic explains he has a spaceship they can use to try to return home. They pack their things and head to space.

While in space, they find the wrecked remains of a large ship, apparently Terran in origin. It's originally from Earth! The group has decided to explore it, in hopes of finding something of interest.

The recruitment will end on Friday and hopefully we can start going right away. Good luck to all!

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