thejeff's page

Organized Play Member. 30,157 posts (31,390 including aliases). No reviews. No lists. 1 wishlist. 6 Organized Play characters. 13 aliases.

Are there rules for dragon stats at different ages than Young/Adult/Ancient? I think some examples have appeared in adventures, but it would nice to have dragons available to fight at more levels, like they used to be.

Please cancel my subscriptions. Adventure Path, Adventure and Lost

Thank you.

We got in a fight in a recent setting where the party had Darkness up and Darkvision to see through it. Unlike some previous fights, this one largely stayed at range with our opponents understandably unwilling to charge into the dark to try to find us. The GM had trouble how to tell if they could figure out even roughly where we were. And I haven't been able to find anything clear on it either.

50% miss chance for concealment is easy, once you can target a given square, but what's the perception check to pick the square? Is it the same as Invisibility, (whatever that actually comes out to be)? Can you just not do it unless they're right next to you?

Am I missing some clear rule?

Forget the latest mega-event crossover or pseudo-reboot series. The real comic news of the year is that Matt Wagner is bringing out the final volume of Mage.

Mage: The Hero Denied is coming out this summer.

For pretty much anyone who read the original in the 80s and The Hero Defined in the late 90s, that's all you need to know.

For every one else, I'm sure there'll be new collected editions of the first two series available again. Get them.
It's about Kevin Matchstick, who doesn't want to be a hero and what happens when he meets Mirth, who knows he is. I don't really want to say anything more because you should read it.
The original is one of the best comic series I've ever read. The second is close, but not quite so brilliant. It's a little more focused on the adventure and a little less personal.

I've been waiting for this for nearly 30 years.

"Magic is Green"

Please cancel the adventure path after Strange Aeons. (I believe the last one has already shipped.)


I've been playing around with a concept that's been in my head for awhile now. The basic concept is a halfling thug. One who started out as the biggest toughest halfling kid in his isolated halfling village and is now out in the big world with the giants.

So obviously a martial character and strength based rather than a Dex build. Other than that, I'm open to suggestions.
I've currently got a version statted up as a barbarian and even ran through a PFS scenario that way. At low level, even a weak 2H barbarian is perfectly functional, but that's not likely to last to higher levels.

Any thoughts on a more functional approach? Archetypes? Other classes? Fighter or Ranger would work conceptually. Maybe Cavalier. Not Paladin - the attitude is wrong.

Since he's never going to hit the DPR of a larger stronger thug, would going for a damage absorbing tank approach make more sense?

Please cancel my Adventure Path subscription.

Nothing to do with quality or content, I've just got more than I can use already and not enough money.

If you could set up the Module subscription to cancel after Wardens of the Reborn Forge, that would be great too. If not I can ask again then.
That one's got me too intrigued to skip it. :)


I'm not misreading this am I?

At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. It takes 1 hour to brew a dose of mutagen, and once brewed, it remains potent until used. An alchemist can only maintain one dose of mutagen at a time—if he brews a second dose, any existing mutagen becomes inert. As with an extract or bomb, a mutagen that is not in an alchemist’s possession becomes inert until an alchemist picks it up again.

There's no daily limit on how many he can make, right? Just that it takes an hour to make and he can only have one at a time.

He could use one during the day, make one in the evening before sleeping, use it when ambushed in the night and then make another in the morning.

OTOH, Extracts work more like spells. Limited per day. Resetting over night, I presume, but like spells any used in the last 8 hours aren't available.

It's not clear about bombs

. An alchemist can use a number of bombs each day equal to his class level + his Intelligence modifier.

When does that reset? If I have some left and use them in the middle of the night, does that count against the next day's bombs?