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The Gameological Socitety has published an article by Samantha Nelson about the rise of PRPG and the decline of D&D.
There seems to be a bit of confusion on the boards how to handle incorporeal together with DR. Incorporeal and Damage Reduction
Damage Reduction (Ex or Su):
A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.
The entry indicates the amount of damage ignored (usually 5 to 15 points) and the type of weapon that negates the ability. Some monsters are vulnerable to piercing, bludgeoning, or slashing damage. Others are vulnerable to certain materials, such as adamantine, alchemical silver, or cold-forged iron. Attacks from weapons that are not of the correct type or made of the correct material have their damage reduced, although a high enhancement bonus can overcome some forms of damage reduction. Some monsters are vulnerable to magic weapons. Any weapon with at least a +1 magical enhancement bonus on attack and damage rolls overcomes the damage reduction of these monsters. Such creatures' natural weapons (but not their attacks with weapons) are treated as magic weapons for the purpose of overcoming damage reduction. A few very powerful monsters are vulnerable only to epic weapons—that is, magic weapons with at least a +6 enhancement bonus. Such creatures' natural weapons are also treated as epic weapons for the purpose of overcoming damage reduction. Some monsters are vulnerable to good-, evil-, chaotic-, or lawful-aligned weapons, such as from an align weapon spell or the holy magical weapon property. A creature with an alignment subtype (chaotic, evil, good, or lawful) can overcome this type of damage reduction with its natural weapons and weapons it wields as if the weapons or natural weapons had an alignment (or alignments) that matched the subtype(s) of the creature. When a damage reduction entry has a dash (—) after the slash, no weapon negates the damage reduction. A few creatures are harmed by more than one kind of weapon, such as “cold iron or magic.” A weapon that inflicts damage of either of these types overcomes this damage reduction. A few other creatures require combinations of different types of attacks to overcome their damage reduction (such as “magic and silver”), and a weapon must be both types to overcome this type of damage reduction. A weapon that is only one type is still subject to damage reduction. Format: DR 5/silver; Location: Defensive Abilities. Incorporeal (Ex):
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it takes only half damage from a corporeal source. Although it is not a magical attack, holy water affects incorporeal undead. Corporeal spells and effects that do not cause damage only have a 50% chance of affecting an incorporeal creature (except for channel energy). Force spells and effects, such as from a magic missile, affect an incorporeal creature normally.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (minimum +1, even if the creature's Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object's exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see beyond the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature's attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Perception checks if it doesn't wish to be. It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. Format: incorporeal; Location: Defensive Abilities. So, DR reduces the damage dealt by X and incorporeal reduces the damage dealt by 50%. However, nowhere in the rules does it state in which order you should calculate these reductions. And this matters, since if you start by calculating the incorporeal reduction first, the DR effectively becomes doubled. So it seems a bit odd that the rules don't state in which order these should be calculated, but if you understand where the rules comes from it suddenly becomes clear. Since PRPG is based on the 3.5 ruleset, the rules for incorporeal is based on those rules. Incporporeal Subtype 3.5:
An incorporeal creature has no physical body. It can be harmed only by other incorporeal creatures, magic weapons or creatures that strike as magic weapons, and spells, spell-like abilities, or supernatural abilities. It is immune to all nonmagical attack forms. Even when hit by spells or magic weapons, it has a 50% chance to ignore any damage from a corporeal source (except for positive energy, negative energy, force effects such as magic missile, or attacks made with ghost touch weapons). Although it is not a magical attack, holy water can affect incorporeal undead, but a hit with holy water has a 50% chance of not affecting an incorporeal creature.
An incorporeal creature has no natural armor bonus but has a deflection bonus equal to its Charisma bonus (always at least +1, even if the creature’s Charisma score does not normally provide a bonus). An incorporeal creature can enter or pass through solid objects, but must remain adjacent to the object’s exterior, and so cannot pass entirely through an object whose space is larger than its own. It can sense the presence of creatures or objects within a square adjacent to its current location, but enemies have total concealment (50% miss chance) from an incorporeal creature that is inside an object. In order to see farther from the object it is in and attack normally, the incorporeal creature must emerge. An incorporeal creature inside an object has total cover, but when it attacks a creature outside the object it only has cover, so a creature outside with a readied action could strike at it as it attacks. An incorporeal creature cannot pass through a force effect. An incorporeal creature’s attacks pass through (ignore) natural armor, armor, and shields, although deflection bonuses and force effects (such as mage armor) work normally against it. Incorporeal creatures pass through and operate in water as easily as they do in air. Incorporeal creatures cannot fall or take falling damage. Incorporeal creatures cannot make trip or grapple attacks, nor can they be tripped or grappled. In fact, they cannot take any physical action that would move or manipulate an opponent or its equipment, nor are they subject to such actions. Incorporeal creatures have no weight and do not set off traps that are triggered by weight. An incorporeal creature moves silently and cannot be heard with Listen checks if it doesn’t wish to be. It has no Strength score, so its Dexterity modifier applies to both its melee attacks and its ranged attacks. Nonvisual senses, such as scent and blindsight, are either ineffective or only partly effective with regard to incorporeal creatures. Incorporeal creatures have an innate sense of direction and can move at full speed even when they cannot see. In these rules incorporeal instead works similar to miss chance, i.e. you have a 50% chance that the damage registers. This means that DR in 3.5 was only reduced from the damage 50% of the time, when damage was registered. The conclusion must then be that if incorporeal together with DR is supposed to work similar to the way it did in 3.5, the reduction from DR must be calculated before the reduction from incorporeal.
I have recently started to experience a problem with my subscriber PDFs. When I download them, some of them have a "washed" look, and the background look a bit off. I first experienced this issue with the NPCs & Treasure PDF for Hungry Storm, and when I personalized it again and downloaded it the PDF looked OK again, which tells me that this issue probably have something to do with the software used in that process. When I downloaded Forest of Spirits all of the PDFs had this look. EDIT: By the way, I only seem to have this issue with my Jade Regent PDFs, and not with other Paizo PDFs.
The entry for the Spellcaster in the caravan rules states the following: Jade Regent Player's Guide wrote: Spellcasters are versatile characters who can fill one of several job roles in a caravan, choosing from entertainer, guard, guide, healer, or scout, regardless of whether they meet the job's requirement. Bonuses granted by spellcasters stack with those granted by any other job, but as with all jobs, any spellcasters in excess of five do not provide additional bonuses. The highlighted part says that spellcasters grants a bonus, but I can't find any entry stating what that bonus is.
When reading the Pathfinder Guide to Witches and it's corresponding discussion I see that the general opinion seems to be that you can use hexes while under the effect of miserable pity. I assume that this includes attack hexes, in which case I don't quite understand why. Miserable pity states that the spell functions like sanctuary, which in turn says that "[t]he subject cannot attack without breaking the spell but may use nonattack spells or otherwise act". To me this seems to imply that attack hexes, like evil eye, would break the spell. Am I missing something here?
I just received my Berstiary 2 in the mail, and when leafing through it I unfortunately noticed that page 19/20 has a straight rip in it from the bottom of the page almost all the way to the top. The rip follows the edge of the page, and where it stops you can see a small crease in the paper the rest of the way to the top of the page.
I've made a DM map of Stolen Lands using the free version of Hexographer. The map includes ALL the encounter locations in Stolen Lands, where I've included the chapter number in with the encounter letter. One thing I've changed in the map from Paizo's version is that I've placed all the rivers on the borders of hexes instead of inside them. The reason for this is that I think this works better together with the exploration rules, since you don't have to handle partially explored hexes. Included below are links to PNG, PDF, and HXM versions of the map. HXM is the format used by Hexographer, so that you can edit the map yourself. Enjoy :)
EDIT: A few notes about the nonstandard elements on the map. The font used is Georgia, font size 20 for encounter locations, 60 for regions, and 80 for country names. The texts have a black border of 1,5. The rivers have a width of 2. The symbols generally have a size of 20%, although some, like towns and cities, have a size up to 40%. I activated the freeform placement option for the symbols.
Hi, This order was supposed to ship last week, but for some reason unknown to me the transaction was declined by my card company. The issue was however resolved and I got a mail last week that the order was reprocessed successfully and would ship as soon as possible. Since that was about a week ago and the order is still pending I would just like to know if there's still some issue that needs to be resolved, if the order is about to be shipped, or if evil gremlins have nicked the packing slip and you are currently in the process of hunting them down ;) Thanks, Ash
This question has been posted previously but have not received an official answer, so I post it again. The abjurer's Protective Ward ability have the following wording in the PRD and the Core Book: "As a standard action, you can create a 10-foot-radius field of protective magic centered on you that lasts for a number of rounds equal to your Intelligence modifier. All allies in this area (including you) receive a +1 deflection bonus to their AC for 1 round. This bonus increases by +1 for every five wizard levels you possess. You can use this ability a number of times per day equal to 3 + your Intelligence modifier." As you can see the bold parts seem to contradict each other, so I would like an official answer which wording is the correct one? Thanks :)
Since I wanted to receive the Bestiary as quickly as possible, I changed my Combined subscription shipping option from Ship with Adventure Path to Never hold anything. Just as I was changing the option I got an email stating that an order was shipping shortly, which I attributed to my changed shipping option. The problem though, is that Seeker of Secrets is included in this order, and it seems it is now holding the entire order. So my question is, would it be possible to split this order, so the Bestiary and Book of the Damned ship immediately, and then ship Seeker of Secrets separately when it arrives? Or is Seeker of Secrets expected to ship within the imminent future?
While preparing Into the Maw I discovered a problem with Orgosh's stat block that doesn't seem to be addressed elsewhere: Spoiler: The stat block says that Orgosh has a contingency that activates a teleport when he's reduced to 20 hit points or less. However, the whole Divided's Ire is under a forbiddance effect that blocks all teleportation spells. Due to this I feel that Orgosh's contingency should probably have another effect, but I'm not sure what effect to replace it with. Anyone have any ideas?
As a counterpart to this thread... 1. I don't have it yet.
They say that Pathfinder #14 is delayed due to a surprise customs inspection, but I think I know the real reason. What do we Paizo junkies do when we can't get our regular Paizo fix? We stroll around the store and order stuff, naturally. I myself have ordered most of the Map Packs (link provided for YOUR convenience), which I think we can all agree is undisputed proof of this. So this "delay" is just an evil way the Paizoneans have thought up to part us from even more of our money... just so you know. Now continue with your shopping.
I'm now a pathetic full-blown Paizoholic. I have been a subscriber to the AP, Chronicles, and Companion for as long as they have been available, but I have managed to resist the lure of the Modules simply because I don't need them. However, now the need for the Paizo fix has become too great, and to make matters worse they also enticed you with the "Superscriber" tag, so I finally succumbed. Please help...
I just want to thank the artists and Paizo staff for the wonderful artwork they are spoiling us with. I recently started to make counters using the artwork that I printed on cardstock using a color laser printer and it has really enhanced our games. I've made an example from the creature artwork published on the blog, and I hope it's OK that I link to it here. Anyway, I just wanted to say thanks, and keep up the good work :)
I'm currently looking over the PRPG Alpha rules and I must say that I'm liking a lot of what I'm seeing. However, there's one thing that I think is sorely missing, and that is an overhaul of the sorcerer. Of all the classes in the 3.5 rules set that class was the one in most need to get pimped. I mean, the sorcerer class is the only one that doesn't lose ANYTHING when taking a PrC, as long as the PrC has full caster progression. The following is a list of the issues I hope you will address in the sorcerer class in later releases of the rules: * Skill Points per Level: The current skill points per level is a joke. The only reason sorcerer receives 2 + Int mod per level is because the wizard does. The problem though, is that the wizard usually has a high Int and receives extra skill points because of that. The sorcerers skill points per level should be upped to at least 4 + Int mod. * Class Skills: Why isn't Knowledge (planes) a class skill for sorcerer? * Class Abilities and Bonus Feats: The wizard in PRPG gets all kind of cool abilities in addition to the bonus feats it already had. What does the sorcerer get? A familiar! Oh, wait... the wizard gets that as well. The solution would be to give the sorcerer class abilities as well. In my game I give the sorcerer bonus feats on the same levels as the wizard, only they have to be the different heritage feats published in different books. These are a few suggestions that I hope you take into consideration when looking at the sorcerer for future releases of PRPG. I'm sure there will be others in this thread as well.
Pathfinder #5 & #6 shipped Jan 29 and hasn't arrived yet. RotRL Map Folio (ordder #889165) shipped Feb 26 and arrived last thursday. Now I'm aware that the order isn't officially missing until thursday 20th, so I don't expect any replacements to be shipped just yet, but I thought I'd give you a heads up (just in case any of the issues are running low in stock). I'll post here again on the 20th if the order hasn't turned up by then, or before if is has.
I must say that I really like the covers for the first two volumes of Curse of the Crimson Throne, especially the one for Seven Days to the Grave. Any chance of seeing the full picture for that one in a blog entry? For those of you who don't know what I'm talking about, here's some links:
I'm about to start Asylum with my gaming group. After I'm done with the Shackled City AP, I plan on starting up a Savage Tide campaign with the same group. Spoiler:
Now, to tie these two campaigns together a bit more I'm considering substituting Nidrama for Celeste in Asylum. The only problem is that I have yet to receive issue 149 of Dungeon with the stats for Celeste (damn British postal strikes). So, I wonder if some friendly soul could supply me with the stats for Celeste from issue #149?
As the days go by it's becoming ever more clear that TPFG haven't, and apparently have no intention of, sending out any magazines to the European subscribers. One can only speculate that this has to do with the financial problems the company appear to be suffering. BUT, what I want to know now is what steps Paizo is preparing to resolve this situation? I know that Gen Con is currently in progress, but even so I would think that it would be in Paizo's own interest to push this issue. I mean, every day that goes by decreases the chance for Paizo to get their money back from TPFG, if such a chance still exists. I have full confidence that Paizo will make sure that we European subscribers get our magazines, one way or another. But I would hate to see Paizo lose a bundle of money on this affair. TPFG has had every opportunity to honor their contract with Paizo, and all they have to show for it is excuses if even that. Now it's time for Paizo to take the issue to the next level.
I know there's a lot of people (including me) that's waiting for The Order of the Stick: Start of Darkness. The following is from Giant in the Playground: Giant in the Playground wrote: So, you may have noticed that it's past May 15th, and those of you who have preordered haven't gotten your copies of Start of Darkness. Or that they aren't showing up on store shelves. It's not just you; the printer made a mistake and printed the special "color insert" in black-and-white, so we have to go back and print those pages again. (Don't worry, it's not costing me anything.) Right now, the ETA for the book is June 13th, but as always, don't hold me to that. Just so you know...
Is it just me, or does the cover of Dungeon #148 look suspiciously like the cover of Dungeon #147 ;)
My party have finally come to Lords of Oblivion, and after rescuing Fario at the Brass Trumpet they decided to scry upon Adrick Garthûn to get some idea what was going on at House Rhiavadi. Naturally I thought this would be an excellent time to run the ballroom scene. After seeing Thifirane's speech they considered their options, but finally decided to teleport right into the middle of the crowd in the ballroom, buffed up beyond their ears and with spells ready. The first round was of course a surprise round, so the wizard and cleric got of an empowered fireball (74 points) and an empowered flame strike (75 points) respectively. After that half of the opponents in the room, including Thifirane, was down in the massive negatives. Good initiative on most of the party made sure that after the first ordinary combat round about the only ones left standing was Vervil Ashmantle with his babau bodyguards and Velior Thazo. They went down the next round. Has anyone else had their party run over this encounter this way?
This might be answered by the scenario, backdrop article, or STPG, but since I've gotten neither yet I ask it here. According to SCAP the Vanderborens where Cauldron commoners who where granted nobility about half-a-decade before the events in that campaign. They also only had one (adopted) child: Todd Vanderboren. So, how are the Sasserine Vanderborens related to the Cauldron Vanderborens, if at all? Also, if they are related, how did the Sasserine Vanderborens become nobles, since my impression was that the letter of nobility that the Cauldron Vanderborens purchased only applied to themselves?
In my mind the weakest part of SCAP was when Kaurophon entered the campaign. With him being a half-fiend I felt it would be hard for the party to swallow that he was looking for redemption and trust him. I just had an idea of how to solve this dilema without changing too much of how Kaurophon works. My idea is that instead of Kaurophon coming from some unknown place he's in fact from Occipitus itself. Also, instead of being a human with the half-fiend template he's in fact a new race (that works pretty much the same) that's half-fiend/half-celestial. The logic behind this is that the celestials trapped in Occipitus eventually mated with the fiends there. In my mind it would be easier to get the PCs to swallow Kaurophon's story with him having at least SOME celestial blood flowing through his veins. Please tell me what you think, and if it's a totally crazy idea (it IS way past my bedtime).
OK, I must begin with admitting that I haven't read the whole HC yet, since I just received it yesterday. There was one thing that caught my eye though. It was listed that Vhalantru had a simulacrum suit and that was why he could keep the alternate form for so long. Am I missing something? The wording for the spell simulacrum in the SRD is as follows: Simulacrum
Simulacrum creates an illusory duplicate of any creature. The duplicate creature is partially real and formed from ice or snow. It appears to be the same as the original, but it has only one-half of the real creature's levels or Hit Dice (and the appropriate hit points, feats, skill ranks, and special abilities for a creature of that level or HD). You can't create a simulacrum of a creature whose Hit Dice or levels exceed twice your caster level. You must make a Disguise check when you cast the spell to determine how good the likeness is. A creature familiar with the original might detect the ruse with a successful Spot check (opposed by the caster's Disguise check) or a DC 20 Sense Motive check. At all times the simulacrum remains under your absolute command. No special telepathic link exists, so command must be exercised in some other manner. A simulacrum has no ability to become more powerful. It cannot increase its level or abilities. If reduced to 0 hit points or otherwise destroyed, it reverts to snow and melts instantly into nothingness. A complex process requiring at least 24 hours, 100 gp per hit point, and a fully equipped magical laboratory can repair damage to a simulacrum. Material Component: The spell is cast over the rough snow or ice form, and some piece of the creature to be duplicated (hair, nail, or the like) must be placed inside the snow or ice. Additionally, the spell requires powdered ruby worth 100 gp per HD of the simulacrum to be created. XP Cost: 100 XP per HD of the simulacrum to be created (minimum 1,000 XP). I can't see how an magic item with this spell effect would work the way described in the adventure. On the other hand, I haven't read the whole book from cover to cover yet, so maybe there's another description of this magic item somewhere in there? Maybe the item has nothing at all to do with the spell simulacrum?
OK, I have to admit that I've only skimmed the Whispering Cairn adventure and Diamond Lake backdrop, but one of the things that stood out for me was that there seems to be a LOT of NPCs with levels in PC classes, multiple levels and so on, for a community of Diamond Lake's size. At least if you look at the guidelines for generating towns in the DMG.
This is my attempt to summarize my thoughts when converting the Shackled City campaign to Forgotten Realms. Location When deciding where to place Cauldron in the Realms I began by looking at the characteristics for Cauldron and the surrounding region: 1. Cauldron is built in the crater of a dormant volcano.
Given this I decided to place Cauldron in the Alamir Mountains on the border of Calimshan and Lake of Steam. I've also extended the Forest of Mir, so it goes up to the foothills of Alamir Mountain. Shatterhorn, Demonskar, Lucky Monkey, and Redgorge are all located on the Calimshan side of the mountain range. Pantheon I converted most of the deities in the Shackled City according to the table on page 9 of FRCS. Accordingly St. Cuthbert became Tyr, Pelor became Lathander, Kord became Tempus, and Wee Jas became Kelemvor. Furthermore, to explain the actions of Ike and Embril, I decided to let them be worshipers of dead death deities of Faerûn who have infiltrated the Temple of Kelemvor with the goal of restoring their patron deities. Embril is a worshipper of Myrkul, and is pursuing the True Necromancer prestige class from Libris Mortis instead of Mystic Theurge, while Ike is a worshipper of Bhaal and running the assassin squads. With both these deities being dead this means that both of them have to have the Servant of the Fallen feat from LEoF to be able to get cleric spells. Cosmology As indicated in FRCS and PGtF the planar cosmology of Toril is different from the standard D&D cosmology described in the DMG and MotP. One of the consequences of this is that there’s no Carceri. Since I didn’t want to change the cosmology and add Carceri I had to find some suitable alternative. My first though was the Supreme Throne, since that’s where you find the demodands in this cosmology. However, after some consideration I decided that the other features of the Supreme Throne made it unsuitable as a replacement for Carceri. Also, I didn’t really like the thought of making the Cagewrights into a Cyric cult. Instead I decided to use the Barrens of Doom and Despair, which shares a lot of the features of Carceri. This also gave me the option of keeping the Cagewrights closer to their original description.
I'm currently running the Zenith Trajectory, and last session ended with the players defeating Gotrrod. My cleric have announced that she will cast a couple of divinations before entering Underdark and Bhal-Hamatugn, and since I'm quite a crappy word-smith myself I need some assistance with the wording for divinations for Pit of the Seven Jaws (which I suspect they will want to divine) and Bhal-Hamatugn. I just need some suggestions to get me started.
Hello, I live in Sweden and I still haven't received my copy of Dungeon issue #116 which shipped 11 weeks ago. I've tried to contact customer support by e-mail, first time about 2 weeks ago and then a couple of days ago, but haven't gotten any reply yet. Could someone from customer support please contact me and let me know you're on it? Best regards, //evilash
We played session 4, and the party is doing well so far. They've cleared most of Jzadirune and have continued down into the Malachite Fortress. No fatalities yet, but Vlada the rogue had a close call with the grell and Swyth the bard was down in the negatives after a couple of heavy hits from the stone spike. When the session ended they had just finished the stone spike and the ogre in M2. One potential problem that I see in the campaign is that the wealth level so far is below what the DMG recommend. I suspect that one of the reasons for that is that the skulks had very little treasure for their CR, and that this will be remedied now in the Malachite Fortress with all the hobgoblins with banded mail and such. Furthermore the party is beginning to suspect that it's the magic items in Jzadirune that's infected with the Vanishing after the encounter with the gnome wizard illusion in J30. None of them are infected yet, and since they already suspect the source it's unlikely that they will. How did the rest of you handle the infected items? If the party is unable to sell the magic item's they've found in Jzadirune it will affect their wealth level further.
evilash wrote:
I almost forgot...
Darius took a time out after the first session, since his player got an assignment abroad. When his player is back in the country Darius might return... |