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Hello! I'm one of the translators for the Italian edition of Pathfinder.
jakoov wrote:
I'm so sorry to bother you again... Can you merge also order #1183151 with order #1072432 and #1183077? I feel so stupid sometimes... -_-
Hi to all, I know I'm terribly late on this topic, but... While playing I met the biggest turndown of channel energy: the saving throw. The party was fighting against the seven spawn of Kyuss in the basement of Blackwall Keep, during Age of Worms, and I realized that the cleric and the paladin could cover, with their channel positive energy ability, could well cover the whole room they were fighting inside.
Can we "go back a step", and remove the saving throw, or find another way to adjudicate the effects of the channel energy ability? I don't mean I want to go back to the nearly useless 3.5 turn undead ("sacred" feats had to be created to make turning useful...), but... take the image of Kyra in Gods and Magic: epic, wonderful, cool. But for a for a PFRPG DM, that channel energy would be something of a nightmare... so many saving throws... >_< EDIT: Disclaimer. I know, "use something to remember the status of the enemies"... "God, what would you do with more enemies"... "Just seven? I managed to run through a fight with 30 18th-level wizards and had no problems remembering their buffs"...
DAMN YOU, damn you, thread slaad! >_< Hello Jason, I'm in need of clarification about the Master Crafter feat (a feat I find really interesting, I must say), and I have a comment to make. The clarification: does it mean a fighter with Craft (wood bunnies)* will be able to create magic carpets (provided he has access to the required scrolls), or must the type of item created be strictly limited to his Craft/Profession? The comment: wouldn't the "non creation" Profession skills create a problem? I talk about skills like Profession (gambler) or Profession (sailor), not aimed at creating items. Shouldn't this feat be limited to Craft skills (needed to create objects)? Thanks in advance.
*(yes, a player in my first campaign had this skill. Yes, it's rather sad, yes, I was naive, yes, he was a jerk -_-)
jakoov wrote:
Bumpity bump...
AAAARGH! The postmonster ate a lot, this evening. Hi to all, This evening I've been converting an NPC I created for a 3.5 campaign set in Greyhawk using the rules of Nephandum.
During the creation, I realized something that made things quite difficult: the wizard has too many powers, and creating one really is time consuming, even more so than in 3.5...
Anyone else felt the same? Am I exaggerating (mind you, it could be :-D)?
Hi to all, This evening I've been converting an NPC I created for a 3.5 campaign set in Greyhawk using the rules of Nephandum.
During the creation, I realized something that made things quite difficult: the wizard has too many powers, and creating one really is time consuming, even more so than in 3.5...
Anyone else felt the same? Am I exaggerating?
I can only say... YAY! YAY! Wyrd Edizioni is going to translate Pathfinder in Italian, starting with Second Darkness, to be presented at Lucca Comics and Games 2008. A good news for all the Italian Paizoners, I guess. :-)
All right... The PCs have cleared D0 without much problems.
Spoiler:
The most interesting thing that happened was during the battle with Greypelt. They were fighting inside the room with the dwarves' bunks. As soon as Greypelt appeared (he sneaked around the party and took the cleric flat-footed), he tripped him after biting, thus blocking the way for the sorcerer and the paladin.
The paladin tried to find a way around, went in the corridor and found herself against a kobold rogue she dispatched in three rounds by smiting evil. The cleric chose to enter grapple with the worg, inflicting damage with his armor's gauntlet while the sorcerer was busy heavenly firing it. Essentially, the worg was killed by punching it on the nose, and finished by a critical smite evil. Sunday, they began Crown of the Kobold King, and... Well... The adventure is a true killer.
Spoiler: BTW, I had to remove the fast healing quality from the forge spurned, otherwise, the adventure would have ended with a TPK...
Hi to all, I recently translated in Italian the Diamond Lake Campaign Backdrop for my players.
Can I do so? Or do I violate the copyright by distibuting it to a larger audience?
Hi, I just received my first Pathfinder subscription (#10), and went to "My Subscriptions" to check on the freshly-added subscription to Pathfinder Chronicles... And I noticed something strange. Near to the Pathfinder logo was:
My Subscriptions wrote:
No number 11 in my subscription? Thanks in advance for the answer. :-) Wow. I used "subscription" seven times in this post. :-D
Hi to all, Here's the comments regarding the playtest I conducted with four players, set in Ravenloft and using the Alpha 3 rules and the Gazetter I (published by Arthaus). The setting: the domain of Forlorn, in the current year (758 BC). The level: the players started at 1st level. They were all humans. Rules: Pathfinder Alpha 3 (racial hit points), some setting specific feats, OGL spells only. The story took the PCs from 1st to 8th level, and started in the village of Forfarmax (see Gaz I, page 82) The PCs:
Rhianna ApMorten (human female sorcerer 8, NE): Scion of the ApMorten clan, effectively rulers of Forfarmax, she seemed to be born dead, but a jolt of electricity her mother Lionna (an accomplished wizard herself) unwillingly released brought her back to life. Rhianna has a knack for necromancy, has failed a Powers Check, and yhe Undead bloodline. She is terribly attached to her community, madly in love with Sean and has a strong bond to her other comrades, but is otherwise a very dangerous person. She wants to gather more power for her family, so to win back the land of Forlorn. Ross MacFarn (human male barbarian 4/fighter 4 CG): Cousin to Sean and childhood friend of Rhianna, Ross is the best fighter in Forfarmax, a true berserker. He's good to his friends as he is bad to goblyns and zombie wolves. He's extremely protective of Rhianna, and enjoys fighting with Sean. He's not fond of Colin. Colin MacDermac (human male rogue 4/ranger 4 N): Colin is a wilderness fighter, a merciless slayer of goblyns (he still has a scar on his face caused by goblyn feeding). He is silent, cruel and swift. A typical man from Forlorn. His goal is to slay the solleyder, the half-real/half-imagined entity leading the goblyns. He fell in love with Sean, but the paladin doesn’t suspect it. The PCs have gone up in levels really quickly (unfortunately, I haven't used XP for a very long time, nor I did this time, so I can't say if the different progression work...), with an average of 1 level per two session. I tried to have at least an encounter per session. They started from brief skirmishes with goblyns and zombie wolf, to end with a confontation with an undead treant under an ancient burrowing mound. The encounter ended with Rhianna controlling the massive undead tree, and bringing it back near Forfarmax to be studied by her family (thanks in good measure to the fact that all the other PCs were unconscious and stable). There was no healer, but they managed to survive thanks to Sean and his lay on hand and, later, to a CMW wand used by Rhianna with her Use Magic Device skill.
My comments: I really enjoyed the game. No, really. :-D General comments by the players:
Specific comments
Sorcerer
Barbarian/fighter
Rogue/ranger
Conclusion
Hi to all and compliments to all Paizo people for their efforts. Yesterday, while reading the Alpha Release, I noticed something that annoyed me a bit: the Necromancer specialist's powers. I mean... Controlling undead. Again? Will "necromancer" ALWAYS mean "black-robed skinny asocial guy with undead coterie who will never be able to mingle with other human beings" (hey, I checked on my encyclopedia. I just quote the definition :-D). IMC, one of my players is playing a good-aligned necromancer who's never animated a corpse. On the contrary, he LOATHES undead creatures. As it is, the power from his chosen specialization would be quite... Useless, since it focuses just on one side of a rather vast school.
The school of Necromancy is MORE than its stereotype. Many necromancy spells let a caster end a fight easily, or without resorting to lethal options (ray of enfeeblement, scare, waves of exaustion...). Other spells are extremely useful in FIGHTING undead (from the humble disrupt undead to halt undead, and let's not forget undeath to death). Other powers are good IMHO (they are "general necromancy"...) but I feel that, in emphasizing the "undead controller" side, the necromancer will never get rid of the "black robed asocial" stereotype. ;-) What I say is that you're doing a great job: let's avoid class stereotypes. :-) Just my thoughts no the matter. Feel free to ignore them. ;-)
WARNING_major spoilers! Hi all, I recently played Carnival of Tears with my players inside my Age of Worms campaign (Hollow can be fitted perfectly into Diamond Lake) and my players, taking the risk of dividing the party, managed to stop almost all of the butchering attractions. They defeated the rider, freed Tessa and gained Namdrin's help... But after all, they witnessed the couple fall apart. What do you think they did? They started talking with both Namdrin and Tessa.
The same happened with Crown of the KK. In the ending, we see most of the rescued children growing into big, big problems... Not in my campaign.
Why did I say all of this? To show that true victories are not achieved just hacking your way through enemies... And to thank the good people at PAIZO for such an excellent occasion for good roleplay! J
Hello, I placed an order a month ago (order number 704872); all of its items are labeled as "shipped" (I received the second email on February the 8), but I have not received the shipment yet. I live in Italy. What's the time needed for a shipment to reach Europe? I hope I don't have to be worried... ;-) Thanks in advance for your answer.
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