Frqazzikal

gr1bble's page

Goblin Squad Member. 119 posts (124 including aliases). No reviews. No lists. 1 wishlist. 2 aliases.




So, I *think* I understand the rules, but just wanted to summarise and confirm:

Taldor
Cold resistance/Endure Elements: completely protects (no saves, damage, etc)
Cold weather outfit: completely protects (no saves, damage, etc)
Anything else: 1 save per hour, 1d6 non-lethal damage + hypothermia on fail.

Irrisen
Cold resistance/Endure Elements: completely protects (no saves, damage, etc)
Cold weather outfit: 1 save per hour with a +5 bonus, 1d6 non-lethal damage + hypothermia on fail.
Anything else: 1 save per 10 mins, 1d6 non-lethal damage + hypothermia on fail.

Is that right? The only thing I'm not really sure on is the cold resistance, and that is based on the old 3.5 rules and a post I found indicating that Jason Bulman agreed with that ruling.


Could you please cancel my AP subscription after the current AP (Reign of Winter) ends? I'm not terribly keen on the mythic AP, and I have more than enough APs now to last me for ages... though I'd like it suspended if possible because there is alwyas a chance that the next AP after mythic will be so good I won't be able to resist picking it up!
:)

By my calculations this makes my last AP volume #72, so please suspend/cancel from volume #73 onwards (and inclusive of volume #73).


I have a bunch of items in my cart, that when I tried to check out, the store broke into two orders, each being shipped by USPS priority to New Zealand, and the total postage came to $124.86 - around half the cost of the things I'm buying.

Now admittedly I'm getting about 8 hardbacks and a boardgame, so I expect to pay a bit for that, but this seems a bit excessive. I had a thought that maybe I could split it into two orders, to get the "first ten" on shipping twice and cut down the cost, but a) this would be a pain, and b) it might end up as (or more) expensive as I'd probably get three separate shipments.

Basically I was wondering - is this figure accurate for that order? I'm sure I've never been charged that much before, even for other relatively large shipments to NZ - around $50-60 I expected, but this is nearly twice that (perhaps because it's being split into two shipments for some reason)?


Unfortunately, January isn't a good time to have a big subscription payment (and huge shipping to NZ), so could I please put the Pathfinder Battles subscription on hold and have it paid for and shipped in February?

If that isn't possible, please cancel my Pathfinder Battles subscription for now.

Thanks.


Hi,

Can you please move order # 1841565 to my sidecart, so that it will ship with my next subscription instead of shipping separately?
I couldn't figure out how to do this myself...

Cheers,
Craig.


Thank is all, thank you.


Some roles (e.g.: councilor) have a vacancy penalty that state that your kingdom "cannot gain benefits" from a certain type of edicts (festivals in the case of councilor).

What exactly does this mean? That they are automatically set to the lowest level? That the players still choose a level, bonuses don't apply but penalties do? Or that there is no effect at all from those sorts of edicts (i.e.: no bonuses or penalties)?

Or something else entirely?


Please suspend or cancel my subscriptions (Pathfinder AP and Pathfinder Companion). Regrettably the NZ dollar has taken a nosedive over the last few months and shows no sign of recovering. Now that the Second Darkness AP has finished I'd like to take a break for a while and see if the dollar recovers (probably at least 6 months).

My preference is for a suspension for now, but if this period is too long for that (I can't find the rules anywhere...), please just cancel.

Thanks, I've really enjoyed the AP and Chronicles thus far, and this isn't something I'm doing lightly.
:(


So, I noticed a couple of things when investigating the party's (frighteningly effective) wand of Enervation:

1) The effects of a negative level listed under the spell Enervation don't tally with the effects of a negative level listed under Energy Drain. Specifically, as written Enervation doesn't result in the loss of HP or spells/slots. Is it intentional that they have different effects or an oversight? If the latter, which is correct for PRPG?

2) It seems that when crafting items, you must use the creators full caster level. I recall in 3.5 that you could choose to use a CL lower than your characters actual level, but can't find anywhere in the PRPG beta that states this. Is this (again) intentional? I certainly hope so, because it'll stop all those CL 1 wands of CLW...


If I remember rightly, there was the promise of a 25% off (or was it $25?) coupon for those who pre-ordered the 4e gift set, which would be sent out once the pre-order shipped?
I haven't seen mine yet (unless I'm looking in the wrong place...)


It seems that my 4e pre-order has gone AWOL from my homepage. Is this just because it's about to be shipped (he says hopefully), or has something gone wrong? I think the credit card I used for the order expired on 1 June, so if that's the problem can you please let me know asap so I can provide the details of my new card?

I'd rather not delay the order...
:)


So I was looking at the Combat Maneuvers, checking to see if performing a CM still provoked an AoO. I was wondering why the generic rules didn't have a mention of it when each maneuver basically says: "If you don't have the Improved XXX feat, you provoke an AoO".

I realised it was probably because each "Improved XXX" feat has a different name, which got me thinking:

Why not treat CM Proficiency like Weapon Proficiency? Make the base DC = 11 + opponents CMB. Then if you don't have proficiency with the CMB you're attempting you take a -4 on your CMB (effectively making the DC 15 + opponents CMB) and you provoke an AoO.

This could lead on to all sorts of flow-on effects like CM Focus/Specialisation, and making stunning strike a CM and hence the Monks bonus feats being "choose one CM proficiency feat", etc.

Also (this was discussed in another thread, but I'll repeat here) Weapon Finesse could become something like:
You may choose to add your Dex bonus (instead of Str) to your CMB for defence. Additionally, you may choose to add your Dex bonus (instead of Str) to attack rolls with any weapon of CM with which you are proficient.

Admittedly it isn't quite as backwards compatible - GMs will have to convert, eg: Improved Grapple to CM Proficiency (Grapple), on the fly but it does standardise and streamline the system nicely.


So, co-incidently I started a Rise of the Runelords game a couple of weeks ago using what I dubbed a "3.75" ruleset. Since the announcement/release of the Pathfinder RPG, I've incorporated as much of it as I felt I could.

Firstly, as the players have already created characters, we *aren't* using any of the races & classes (though in general I think they look good - especially in A1.1). If/when characters die I might consider letting them make replacement characters from the Pathfinder RPG rules... but will have to see how they balance in a mixed 3.5/PRPG game first.

So what am I using? As well as a few 4e/other rules (action points, best of two ability mods add to saves, +1 to two ability scores every 4 levels), I'm using the following PRPG rules wholecloth or modified:

1) Starting hp bonus = Con score. If the characters hadn't already made up their characters I'd probably use the racial bonus rules though - they seem better.

2) Modified skills. I'm using Epic Meepo's suggestion from the "[Design Focus] Skills" thread, along with a heavily modified skill list (some from PRPG, some from 4e, some of my own invention):
Acrobatics – Dex (replaces Balance, Escape Artist & Tumble)
Appraise (used instead of Spellcraft to identify magic items)
Arcana – Int (replaces Knowledge[arcana] and Spellcraft)
Athletics – Str (replaces Jump, Climb & Swim)
Bluff
Craft (replaces Forgery)
Diplomacy (replaces Gather Information)
Dungeoneering – Wis (replaces Knowledge[dungeoneering] & Survival in dungeon areas)
Endurance – Con (replaces Concentration & endurance related rolls – class skill for classes proficient in medium or heavier armor)
Handle Animal (includes Ride)
Heal
History – Int (replaces Knowledge[history] and some uses of Knowledge[nobility & royalty] & Knowledge[local])
Insight – Wis (replaces Sense Motive and has additional uses)
Intimidate
Scholastics – Int (replaces Decipher Script & Speak Language – for every 2 ranks, round down, speak one new language – and provides ability to research)
Martial Lore (see Tome of Battle)
Mechanics – Int (replaces Knowledge[architecture & engineering], Disable Device & Open Locks)
Nature – Wis (replaces Knowledge[nature], knowledge[geography] & Survival in wilderness areas)
Perception – Wis (replaces Spot, Listen & Search)
Perform
Profession
Religion – Int (replaces Knowledge[religion] & Knowledge[the planes])
Stealth – Dex (replaces Hide & Move Silently)
Streetwise – Wis (replaces some uses of Knowledge[local] & Survival in urban areas)
Trickery – Dex (replaces Disguise and Sleight of Hand)
Use Magic Device
Note: Use Rope is no longer a skill.

3) I'm using the Combat Maneuvers rules wholecloth.

As the campaign progresses, I'll post here and/or in the specific area with updates on how the rules are working out. So far I've found the bonus starting hp make a real difference. The characters don't feel as fragile as 3.5 1st level characters and this in turn makes the players more likely to take risks. I think possibly Con score gives a few too many hp at first level and (as mentioned above) if I could do it over I'd use the racial bonus hp rules from PRPG instead.


There must be lots of gamers out there in a city this size, but my flatmate and I are finding it incredibly hard to find a group that is committed to regular weekly play!

I'm going to be away for two months from mid-November, but once I'm back I'll be available pretty much every week. Anyone out there looking for two players, or looking to join/start a small group in the New Year (2007)?