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Apologies, haven't attended PaizoCon before -
Does anyone know if Wayne will have a table setup, selling art, or if he's just there in some other capacity? And, what dates he'd be doing that? (Not sure when the event schedule comes out, or if it will even have details for him specifically). I can probably only attend one or two days, so I want to make sure I can drop by his booth(?) to purchase something while I'm there.


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Here is what I do:

If the party isn't in a hurry, or much of one, then I usually just have them notice the trap - or something odd that may lead to them discovering the trap. This leads to the party handling it much like an encounter. It also allows for particularly vicious traps, since they usually won't actually go off on someone, but adds to the drama.

If the party is in combat, or running from something on the clock, then they have a passing chance to see it using perception, most times with a penalty unless they have trapsense or trapfinding of some sort.

I do that, because in the end, doing it any other way just results in ridiculousness.

With that, I either encourage Rogues to take archetypes that trade out the trap abilities, or put more traps in the game that they find. And, I let that bonus onto anything that deals with a trap or potential one.

I've played table-top games for so long, if I have to go through one more dungeon where we do the obligatory "scanning" step every 30 feet and in front of every door, I'm going to lose my mind.

I've gone as far as never really having the group search anything (by way of a perceptions check, I mean). This alleviates the paranoia that sets in after realizing something was missed once. And, it's usually because the party just forgot to say "we search the room". You can say what you want about tough love, that's just a downer on the whole table.


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My advice would be to have an algorithm to how the black dragon will fight. E.g. he starts by doing this, then does this, then attacks a person if they do this, then lands if they do this. This does a few things:
1) This takes away your need to decide between being "nice" and being "mean" every single round.
2) If done right, the players may notice a pattern and attempt to use it to engineer a win.
3) It gives you an opportunity and excuse to put some character into the dragon and the fight. Having a BBEG just do the same thing every turn is boring. They're supposed to be maniacal villains.

Also, just find a way to make sure the party preps with buff spells. If they don't, just tell them flat out "Hey, you guys realize this is a dragon, and your characters know that only turning everything up to 11 are going to win this."

Also - as suggested above, give the dragon a severe disability, either through the environment or just make something up like an injured wing or whatever.


"We be goblins" is a fantastic choice since it will have players using characters that they probably know will not be with them a long time, or may stay on as a side campaign.

Beyond that, there are several free level 1 (and maybe a level 2 or 3??) modules on this site that you can download. They're from the free RPG days and are usually decent, with classic themes. Don't let the level thing turn you off.These can easily be made a level or two easier or harder by both adding enemies, and/or adding the quick advanced template to any enemy. A level 1 module quickly becomes a level 3 by just doubling what the party fights. I would start there.


Indiana Jones style traps work pretty well for me. In fact, those and Star Wars are a great source of encounter designs that don't necessarily involve killing everyone. Arrows shooting out of the wall, or a slowing falling spiked ceiling, or a planned get-away not working out the way you thought it would.

I like them because it's more about dealing with the situation than just getting smacked because you failed a perception check. I guess it's more encounter design, but that's what I think of when making 'traps'.


1) The concept of AoOs should be removed entirely, and replaced with a much MUCH simpler way to account for doing vulnerable things while being threatened. Full attack action needs to be gone.

(I've played home games with the above rules in place and it is SO....MUCH...BETTER, especially for non-power gamers)

2) Magical items with fun magical qualities, and not enhancement bonuses.

3) Add a way for some melee class abilities that resolve a little more like spell effects, rather than trying to make a CMB based action work. I'm not for homogenizing the classes, but for god's sake, let Sabin suplex the boss for once.

4) Magic points (or whatever) instead of the 1-9 levels and slots. How this hasn't been officially revolutionized by now is beyond me.

5) Go through the CRB, page by page, and just reword/rewrite everything that is worded in that "paizo/dnd" way that makes certain things so needlessly confusing. A good example would be "Use Magic Device". That could be reduced to 4 sentences and a small table.


The fun I have is reacting to the unexpected ideas that players have. In fact, it's often the less experienced players that are the best at this. It often works better to have a loosely defined idea of NPC motivations and larger story arc elements, than to plan everything out. Ultimately, the players almost always "find" more interesting ways to take things. Let them write some of the story for you.

With that said - I love reading the books, and drawing dungeons, and all that stuff. But if you don't enjoy doing that, there is a way forward. I also make my own circle game tokens with player and NPC art - rather than use minis. In my experience, it's more immersive and ton of fun to make.

With a little practice, you can use a lot of stock APs and module material to back up the encounters you end up needing, and the players rarely know the difference. Don't waste time stating up an NPC (unless you like doing it, then by all means). If you tell the party they're facing a mutant beast from some alchemist's lab and describe it in story terms, but you're using the stats of a some BBEG from a module - no one will know or care.

This requires a fun group though. If players are too focused on auditing what you're doing as a GM, or telling other players what to do, that's a no-win. Avoid those people.


Yes. Remove them. Especially if the rest of the group has voted in favor of that. It will be looked back on as the best thing you ever did.

Yeah, you broke the golden rule, and frustrating game sessions are often on the GM, but that's not the issue here. All of those things, while they can definitely get players visually upset, do not warrant name calling and berating. (In case you're wondering, nothing at a game table ever does).

I've been in several gaming groups over the years, and the ones I was happiest to leave or disband were the ones with the exact examples of players you have given. Complaining about actions that the enemies take, and much worse, berating players for not doing what they would do. Some players feel they have a "right" to a specific gaming experience. They don't.

And, just like you said, the problem sometimes does take a few sessions before it shows itself.

I've just...seen it so many times. You are not being too sensitive. Don't let them drag you into their world.

Boot them. Be happy. The berating players are going to be unhappy either way, so set them free to be unhappy somewhere that isn't at your game table. And don't let them talk you into staying (from what you said, they will immediately try to make it sound like you're the problem, and talk about everything except their own unacceptable behavior).

This kind of behavior - also known as childish and disrespectful - was often an indication of insecurities or issues within the berating player(s). Those players need to work out their issues, not you.


If this is a rule he truly just discovered, then it's hard to believe he plays the game by knowing and following all or almost all of the other rules to the letter. So, imagining the game as it stands, but just taking out 5' step is probably not worth worrying about.

Try the game. If you don't like it, then stop. You could stumble on a group you really like.


Some ideas:

Encourage one of them to play a druid for the pet (although, I'm not sure how that will play into the Iron Gods campaign)

If you're open to it, just do milestone leveling and have them level a bit sooner than the AP recommends.

Be prepared to fudge some rolls behind the screen. Basically, if a monster is put down to 2-3hp, and it getting another round to screw with the party could put someone unconscious, then just say that it dies. I do this all the time and the APs are so much more fun. Same thing if someone lands a crit with big damage - that orc just got it's head split open, and its dead, I don't care what you say! Ending a combat on a big crit or successful "cool idea" is very rewarding for players - especially if they're starting out at a disadvantage.


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The rules themselves are written in a contradictory way. The wording is that the readied action occurs before the triggering action. Well, how is action B responding to action A if action B is occurring before it? The rules already dictate that things occur in a paradoxical way.

The reasoning that the attacker had "started his swing" prior to the readied action going off is dubious. If "started his swing" is in any way regarded as part of an action, then you're already breaking how the rules dictate the order of actions occurring. If "started his swing" is not regarded as part of or starting an action, then the action hasn't happened at all yet. And if it hasn't happened, then it hasn't happened, and any prior movement has seen no reason yet to be truncated and stopped.

With this, then, there is the question of what happens to the triggering action that is sitting out there, waiting to happen, after the readied action. Well - the only wording giving guidance to this is that the player "..continues with his actions." So, as long as whatever happens next can be considered "continuing his actions", then it's legal. Anything beyond that is for the GM to decide what qualifies as doing that.

The intended actions simply cannot happen the way it was originally thought out due to new circumstances. You may interpret "attacking player B" as "attacking the square that player B is standing in" - but nothing is requiring you to do this. "Attacking player B" can mean just that "making a melee attack against player B". If you no longer can do that - absolutely nothing in the rules gives direct guidance or conclusion to what happens next. As long as what happens isn't directly violating any rules, then it's legal.

If you say the player loses their action - fine, perfectly reasonable. If you say the player can do something different - fine, perfectly reasonable. Both ways are legal.

For the first one, you're telling someone they must now take (or lose) an action, that they haven't taken yet (per the wording of the rules) that they no longer want to (or can't) take because otherwise a time continuity issue will arise that you don't like. The rules don't dictate that you solve that issue, but you don't like it, so the player must continue with their unwanted action.

For the second, it doesn't matter that letting the player do something different might imply a bunch of things you don't like or consider absurd (i.e. the grabbing for a potion 5 times or whatever). It doesn't matter if you consider what's going on to be a "take-back". None of that is prevented from happening in the rules - and nothing in the rules dictates an absolute path of resolution when faced with a triggering action that cannot happen anymore.

"yeah, but if you can change your mind, then the readied person could go back and change their mind, and then, and then and then..."
Yes, that could happen. But many of you are forgetting something - the possibility of an absurdity does not change what's written in the rules. All it means is that you've found an absurdity. There's nothing magical about identifying an absurdity that allows you to then say "This must not be RAW then."

And the same goes for when time continuity is lost. It doesn't matter that you can't identify something in the timeline for the readied character to be physically responding to. Identifying that doesn't add or remove language to the written rules. It just means you need to then decide as a GM what to do about it, if anything. Remember - at the point where the readied action goes off, that player is already responding to something that hasn't happened yet. Even if you insist the resulting triggering action be carried out in the closest way possible to the intended triggering action, that paradoxical response that you don't like has still already happened because the rules said that it did. Any attempt to claim that any part of the triggering action actually occurred prior to the readied action is breaking the written rule that dictates the order - no matter how much sense it doesn't make to you. If you get through it by saying that the readied action just needs to 'complete' before the triggering action, that's fine, but that's something you're making up to make yourself feel better about the time issue - it's not mandatory that that is how it's playing out.

Let me give you all an example of how the rules as written screw with time in an unforgivable way:

Player A has a reach weapon and high dex, and combat reflexes (note, the example stands even without this, but this stuff helps the point a little)

Player A casts a spell on her turn. Then, throughout the remainder of the round, 5 mutated goblins run at her in a rage. The reach cleric build gets to shine, and with her high dex, takes 5 attacks of opportunity, killing 4 outright, and putting the 5th unconscious.
During the next round, she casts another spell, then notices the unconscious goblin's wounds are healing.
Maybe their mutation is fast healing them, who knows, but I better finish him off, she thinks. But Player A stands there, unable to attack the unconscious goblin even once - even though, he is, by definition, much more vulnerable and defenseless than the next goblin that charges her - who she now, all of a sudden, can attack with no problem at all.
Why? - because attacks of opportunity make no sense at all. They constantly insert unaccounted for time into the round and it makes no sense at all.

Identification of a time paradox, timeline issue, or timing absurdity to make a ruling that something should or can happen a certain way makes sense - but using that identification to claim that it must not be allowed to happen in another certain way, is entirely different and it's a ridiculous claim in light of much of the rest of the game. Finding some way for a ruling to create a bad situation (a subjective claim, btw) doesn't make it wrong or illegal. So, in a discussion about what the rules currently state, it has no power.

Changing one's mind isn't against the rules - no matter how much it turns your stomach to think of it happening. It may be an axiom of how many people play any kind of table top game, and it makes sense why it would be, but it isn't in the Pathfinder rules. There is no concept of "declaring" an action you're taking on your turn in the general context of combat. It is used for specific abilities, but only when the rules are explaining exactly how a particular ability plays out. And, the rules are usually really good about pointing out things that a player cannot take-back or undo.

If you reason that the triggering action is lost, or swings at air, or whatever - that's perfectly fine. But NOT ruling it that way is NOT illegal just because you don't like what it might imply. Two different ways to play something out can both be legal.

With that, if they do FAQ this, it will definitely be in favor of the attacker losing his action. The devs always always side with those that will lose their minds if anything were to ever be left up to the GM at the table.


RAW does not support it either way, and both ways are equally reasonable interpretations.

Absurdity, or implied absurdity, does not equal a violation of RAW.

Allowing a creature to change it's mind about what action it's taking, or more importantly, about specific choices involved in that action, in response to a readied action (or AoO, I guess) changing conditions, may sound absurd, but that doesn't make it against RAW.

There is no concept of "declare" or "declared" in Pathfinder. It's not there no matter how much it may mean something to you or not make sense to play without it.

There is no concept of a player committing to a course of action but not have taken it yet. (barring things having to do with falling, or whatever)

There is no concept of: The orc "starts his swing".

Changing your mind in response to a readied action or AoO sounds absurd to some.

Claiming that your character can say "I have the reaction time, without using any abilities whatsoever even though there is something in the game called "dodge bonus to AC", to move at the exact second that the orc has started his swing, and is committed to swinging, but hasn't quite hit me yet - but that orc DOESN'T have the reaction time to realize I'm moving as he starts to attack, so he can't stop himself and just keep moving to attack me in the next square." is equally absurd to others.


CampinCarl9127 wrote:
Illusion wrote:
Pattern: Like a figment, a pattern spell creates an image that others can see, but a pattern also affects the minds of those who see it or are caught in it. All patterns are mind-affecting spells.
Judging by how pattern spells work, you only have to be caught in the spell to be effected. Only sightless creatures are not effected, as per the specific wording of the spell.

This, along with BadBird's argument of it being a hallucination, I think make the most sense. If you're caught in it, it affects you. It does say "or", so by RAW, even if you can't see it, but are caught in it, it affects you.

For the sightless exemption thing (unless Pathfinder actually defines the word, which I don't believe they do, but do use it as a descriptor on some creatures - correct??) - I would interpret that as a sightless creature, not a creature that is in the dark. When you're in the dark, you are not sightless, you just aren't having any light come into your eyes. You can see, it's just all black. The same is true when you shut your eyes - you're just covering your eyes that are still seeing.

Sightless (again, my interpretation unless paizo has one) means that sight is not one of your senses, and you have no framework for what a visual illusion or hallucination is. For a character that could see at one time, and is now permanently blind... I guess you could cross that bridge if you ever come to it. I guess I would consider that character "blind" but not "sightless". (However, if you ruled that a character who could see, but is now permanently blinded did hallucinate illusions that affected them, they would gain an odd metagame effect of knowing if something is an illusion simply by the fact that they are "seeing" it.)

A contrasting example would be Mirror Image, which says that you must be able to see the figments, and doesn't use the word sightless.


1. You mentioned your goblin voice went over well. Keep that up for as many characters as possible. Dramatize conversations as much as you would combat. This is a good sign that your group will have just as much fun in and out of combat. From this, I would guess that...

2. Background music themed to the adventure will also go over well and helps with role-play immersion factor

3. Start with what the players/character want to do, then use game rules as needed to play out what they want. Don't just present the game rules and mechanics as their options to pick from. (Careful on promoting the overuse of Perception - it can quickly turn into routine "scanning" that just adds overhead to every room and corridor.)

4. Keep on the lookout for what things your players appreciate - sometimes the smallest house rule can keep someone excited about the game (i.e. let druids spontaneously swap in heal spells like a cleric can - it's your game - do what makes sense to you, another is letting players start combat with whatever weapon they want, regardless of what they were actually holding a second ago). Look out for easy ways to make them happy with the game.

5. If the party puts a bad guy to 1 or 2 hp, and it just "makes sense" to have him be dead instead, then he's dead in some fun dramatic fashion, and not dragging combat out another round and the new wizard decides to blow a spell. This is where your power lies - taking what could easily be viewed as annoying and end it on something fun just by how you describe the outcome of one attack. Don't be a slave to the rules.


I find the reverse priority to be the most jarring. Even if I've read it 2 or 3 times already, when I reference back to that room or area I still sometimes forget until I'm done describing the room and then "...oh, yeah, and there's 5 skeleton's in there that want you dead."

It just really sucks the life out of any atmosphere I just built up.

Honestly, just putting the creature part first would do wonders.

One thing I would love, is to have the maps and room descriptions in a different layout. Have a very mini-sized version of the map in or near the center of a two-page spread, then lines pointing from the room to a small box with the page number of the description, and a one or two line note such as "Sleeping Quarters (CR2) - 5 Goblins, 1 main treasure item, pg. 17". Then keep that up on a laptop/tablet or printout. If the map is small enough - say one level of a small tower, you could possibly fit everything on that two-page spread. If the map is larger, have logical chunks taken out to do this.


A few I use:

Set HP gain at each level, I use a chart that just tells you what your level/class gets

Confirming a critical with a Natural 20 is a supercritical, which deals max damage that the crit can deal. (Crits happen often enough even for casual players, but nothing is more heartbreaking than watching your crit do less that your last normal hit)

Flanking is a condition - OR - generous flanking positioning requirements, I let the players choose.

No XP, and I hand out re-roll (and other types of) tokens as in game rewards for awesomeness

Wands come with less charges overall - usually 20-25

Sneak attacks can re-roll one "1" on a d6

No one is flat-footed before they act on the first round. But rogues still treat everyone as if they are.

Druids can spontaneous swap in a cure (whatever) wounds the way a cleric can (and can still do it with Summon Nature's Ally spells as normal)

No shenanigans with action manipulation. Characters do not know what "standard actions" and "move actions" are. Nothing players choose to do can be based off of an opponents action mechanics.


Chess Pwn wrote:


A charge is a full-round action that you need to declare your target to know the most direct way to charge them and to see if you have room to charge them.

And absolutely nothing stops you from declaring it twice. You need to meet the requirements of charge in order for what you end up doing to be a charge. It does not say you need to declare one target that cannot change. The phrases "designated opponent", "the opponent", "closest space from which you can attack the opponent" "ending space" can all change over the course of working out the action as long as they all at one time satisfy the requirements. There is no reason they cannot change after another creature has moved in your way. It may sound wonky to you to play like that, and I can completely understand ruling it so that you can't change your mind, but it doesn't break any rule of charge to do so.

"designated opponent" may sound like it's implying that it cannot end up being a different creature than first intended, but it's not explicit. It's just referring to who you end up charging.

The only part that puts a restriction on it is "If you don't have line of sight to the opponent at the start of your turn, you can't charge that opponent." In that case, if your opponent changed to a creature that didn't meet this requirement, then it cannot be a charge.

Chess Pwn wrote:


The POINT of readied actions is to do something specific and often to prevent someone from doing what they wanted to do, similar to AoO.

That may be very common and what you decide to use them for, but that is not THE point of them. They are for ensuring that your action happens before a stated event, because that's exactly what they do. Any further purpose is simply a preference, and that preference does not create rules.


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I agree with DM Bu-LA-kay that the "trusted friend" and "convince" are the governing words in the description, and it's what I always focus on when explaining it to anyone with a RAWrd-on about it.

If it is something that you couldn't convince a trusted friend to do, there isn't a chance of getting the charmed person to do it. Just because you can come up with some theoretical scene in which you somehow talk a friend into murdering a family member, doesn't automatically make it something a GM needs to accept is possible with this spell. Its up to the GM what can be convinced just like it would be if you were talking to an actual friend NPC.

We're talking about things like "help me break into this house" or "trip that guard when he comes by". Anything he wouldnt normally do. Not anything he would never do. There are times when "anything" has implied boundaries and many people choose not to recognize them for this spell.

Also, if we are going to insist on absolute literal meanings, it says nothing obviously harmful. It doesn't say harmful to who. I realize that many people will choose to interpret that as referring only to the charmed person, but thats not what it says. Killing someone is harmful. So the spell specifically prohibits killing (or even hitting) another person.

So either way here, your new magical buddy isn't killing his wife.


I'm not really seeing how what you described was a flop. It seemed like a fun encounter where the PCs are learning some good lessons at level 1. Did it seem like the players were having fun?

Always always be prepared for PCs to choose the thing that you don't think they will or don't want them to choose. I'll repeat what others have said, what is obvious to you is not obvious to them. Don't plan things based off of really hoping the PCs will play things out the way you want. If you don't want the PCs to go in a cave, then don't let them go in there.


I think both of your ideas are solid, a Conjurer or trying out the Arcanist. But find out if blasting is what she wants, then it's a different story.

Make sure she understands the need to familiarize herself with the spell lists and descriptions - hopefully, she is excited to do this. This takes some time. Especially when it comes to casting times (i.e. summon monster), allowed targets, and which ones need savings throws vs. a ranged attack. A couple guides here in the advice forum give a decent rundown of useful spells.

Also, make sure you (or whoever is the GM) is good about handing out scrolls and spell books so there's some stuff for her to copy. I've found this is easy to forget if you don't have a resident whiny wizard in the group.

As far as I know, there are no Wizard archetypes that are clearly better than a straight wizard (if fact, I think it's one of the only classes where most of the archetypes are really just for play style and cost you a lot of functionality to have).


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If you do keep this player in the group, just remember - you don't have to indulge his desired actions. Nor do you need to win an argument if he protests. I always want player's decisions to work - but if someone is clearly breaking the social contract of "please don't mess up the game for everyone" - whether they are aware of it or not - then you can just say no and move on to the next player.
But, don't say no, then wait for that trouble player to agree. He won't. You have to just move on, making it clear that he is not in control. It's not about a GM power trip, it's just facilitation. It can always be awkward when doing this - but it's better in the end. If the player complains (and sometimes rightfully so) that you are cutting him off and not listening, then just explain why, what it's doing to the game, and that it is one of the few things that takes priority over giving the player total freedom. Again, you're telling, not asking. If he doesn't agree, then he's done.


In addition to many I've seen here, I do:

  • No one is considered flat-footed during the first round of combat before they have taken their first turn. This does not apply to surprise rounds, those still work as normal. Rogues get an ability at level 1 that allows them to treat everyone else as flat-footed before they act.
    It almost never makes sense in the combats I run that either group is caught off guard enough (when it's not a surprise round) to warrant being flat-footed, and this gives a nice boost to Rogues. I don't think it ends up devaluing uncanny dodge too much since so many pre-made enemies seem to have rogue levels on them.

  • People can retrain any spells or feats anytime they are in a significant rest period or level up, as long as the character is still one that could have been made level-by-level.

  • (still testing this one, but) Combat Expertise is out completely. No more explaining why that is a prerequisite to half the feats someone wants.

  • Heal spell rolls auto-take half the roll if less than half is rolled.

  • Confirming a critical with a natural 20 is a super-critical, dealing maximum damage the crit could have done - even maxing out the parts that don't get multiplied (flaming, etc.). I normally don't allow enemies to do this.

  • If someone ends a fight or a particularly difficult enemy by severely over-killing the last enemy with a crit, they usually get a re-roll token to be used later.

  • If all dice rolled on a critical hit or sneak attack are 1's and 2's, I allow a re-roll.


  • I see 2 assertions:

    1. (before we take the tripping AoO into account) That moving and suddenly finding yourself unable to move out of your square (i.e. invisible wall, tripping on your own accord, getting tripped, etc.) is counted as a move action.

    I don’t see any rules supporting that this is right or wrong. Nothing in the action definitions or anywhere else makes is absolutely compulsory to treat this as a move action. I’ve seen examples that reason it both ways. And I’ve demonstrated that things can indeed happen on a turn within your square that are not assigned as actions. It is completely reasonable for a GM to say that it is, or that it isn’t. You’re preferred way is not rule. So, treating or not treating it as a move action is within RAW. (as far as I’ve seen)

    2. That once a character moving is viewed as a move action during a turn, that it cannot later be viewed as something else to come into alignment with what is actually happening.

    I also just don’t see where any game rules prevent you from doing this as long as the player still ends up only taking the total allowed number and type of actions that he can take. Unless an effect, spell, sup ability or something specifically says the character loses or ends its current action – I’m not seeing why this is breaking game rules. The character is moving, we’re treating it as a move action (if you must), it provokes, the player is tripped and dropped in that same square. Now, by odd chance of how the trip worked, the character cannot continue what was viewed as a move action. Because of this, they fall under #1 above – that is, he’s moved in his square but has not made it out – and it can be viewed as not a move action.

    It was a move action when it provoked – now things have changed and because of what really happened it is no longer viewed as a move action. That’s it. I don’t see what is wrong with this. The fact that an AoO occurred doesn’t mean anything except that an AoO occurred. Thinking about how it all went down and realizing there is a paradox doesn’t mean anything and doesn’t compel you to do anything. It’s an anomaly of what happened and you really can leave it at that within RAW.


    JohnF wrote:


    ... The way to trigger an AoO is by taking an action. Once you've taken that action, even if doing so ends up having no mechanical effect, you can't pretend you didn't take that action.

    Ugh, that's exactly what I'm saying. If there is no mechanical effect, then I consider it not having ever really taken the action, even if it triggered something else. None of the definitions around actions include not doing or performing something, or just trying to do something. So if you end up not really doing or performing anything, it's not an action. Remembering that it triggered and AoO doesn't make you go back and relabel it as an action.

    I don't have to go back and reconcile the triggers to the AoO. Nothing is making anyone do that.

    That's what others are inventing, some overall checking system that says you have to go back and make sure it all could have played out in a step-by-step way. That's the invention.


    Malachi Silverclaw wrote:

    Actually performing acts that require 'Actions In Combat' means that you are using that action. Since you're already doing it, you can't take a different Action In Combat as if you never took the one you started. You can abort your action, but not swap it.

    Since you must be moving out of your square to provoke, then if that AoO takes place then you must be moving out of your square! Whether you make it out of the square or not, meaning how many full squares you actually moved, is neither here nor there. Moving zero squares is a valid use of the 'move your speed' action.

    Since you can only move your PC if you take an Action In Combat which allows such movement, then if you move your PC then you must be taking such an Action! You also must take a definate Action; you can't start moving your mini about and decide what kind of Action it was later! That's called 'cheating'.

    So, where 'declaring' your action comes in is simply establishing which Action In Combat it is that you are taking, to avoid confusion (and accusations of cheating).

    So, my point is that everything you're saying is presupposing that it needs to be defined ahead of time. It doesn't. That's why I asked about the "declaring" thing. I know it's communication. But it's the concept of committing that I don't see rules around.

    No, as you said, a player cannot start moving and decide what kind of action it was later. The player can start moving and the GM decides what kind of action it was. That isn't cheating. It's deciding. It just happens after when you choose to do the deciding. And the player and GM can discuss any kind of possible scenarios before hand, if they wish, so they are both clear on what things will be called in the end.

    Nothing forces you to play step by step, committing future actions to a move action. Nothing forces players to call out what type of action they want to use to do something. That's just the way you feel you need to play the game. It is not required. If they performed the action, then they performed it. If they didn't perform it, then they didn't. If they don't move enough to actually move, then I say that's not performing the action.

    Moving enough to provoke isn't necessarily performing the move - as I've pointed out that physical motion can indeed happen in the game that does not get assigned to actions. Things in the game can happen that are not accounted for by actions - this must be true, or all kinds of things in the game would cease to make any kind of sense (dodge bonus to A.C., -4 to hit a mob in melee with an ally, etc.)

    To be clear, I'm saying your way is perfectly acceptable and does make sense. My way is equally acceptable. I'm breaking no rule by not defining things ahead of time.


    So, where does the idea of "declaring" come from, from a rules standpoint? (I'm really asking)

    There seems to be a lot of argument/rule derivations based on a player declaring his action to do something. I see definition around what actions and how many of each a player can take. But, I don't see anything stating that a declaration is needed at all.(If there is, then apologies in advance - but I think what I state below is still valid)

    When I've played with less rules-intense players (hang with me here, I know this is a rules discussion), most of them describe their turn or what they want to do by doing just that - describing it, not splitting it out for me on their own. They're aware of how the action types work, so they know the limits, but they would still say something to the effect of "Ok, I go over here and attack this goblin." As long as their actions allow all of that to happen, then it all moves along.

    So - are there rules that actually require the declaration? I get that this seems like a logical way to play, but is it required?

    I ask because of the following:

    There's no declaration of an action just because of an intention. The action is the action if you do it. Not if you intend to do it or don't do enough to actually do it. I don't feel like I'm making this up. I think it's supported by the rules.

    In the following wording from PRD:

    Quote:
    In a normal round, you can perform a standard action and a move action, or you can perform a full-round action. You can also perform one swift action and one or more free actions. You can always take a move action in place of a standard action.

    it uses the word "perform" several times, and at others it uses the word "take".

    So - that's what triggers the action use to me - actually performing it. (You could also argue that attempting to perform it for roughly the same amount of time also uses it, I guess.)

    In the tripping AoO example - if you move, but do not move enough for it to be considered a move action, then get tripped prior to crossing that threshold, now prone. At this point, the player hasn't moved enough to be a move action - so they didn't perform a move action. Their body moved enough to make it obvious they were going to, and then they didn't (in this case, due to physically being unable to do so). The motion needed to provoke that attack doesn't have to be enough to be considered performing a move action.

    All combatants are moving during combat in the sense of small motions (bobbing, weaving, etc.) within their creature size squares. Those small movements (again, in the sense of any motion at all) aren't accounted for in actions. It's not unreasonable to think that the amount of motion/movement needed to make it obvious that you're leaving a square with your guard down is within the "noise" of all of the other motion all characters are always making.

    Someone could ready an action and say "Ok, I stare at the paralyzed goblin. As soon as he becomes unparalyzed, I'm attacking." (Why you would do this, I have no idea, but let's say it's happening)
    In that case - the goblin will become unparalyzed and no doubt the player watching would immediately know because the goblin is now in normal body motion - an in-game effect for that watching player. The goblin doesn't get charged with a move action just because he's done being paralyzed and isn't entirely motionless and there was some in-game effect for someone else. It's reasonable to say that whatever movement that triggered an AoO is just not enough actual moving to perform a move action.

    Here's another example for shooting a bow:

    Quote:
    Not an Action: Some activities are so minor that they are not even considered free actions. They literally don't take any time at all to do and are considered an inherent part of doing something else, such as nocking an arrow as part of an attack with a bow.

    That amount of motion/time seems analogous to moving but not moving enough to get out of a square. Just because it happens in preparation for the action, and can be enough to provoke an AoO, doesn't mean it's an action.

    So, if what actually ends up happening still falls within the allowed actions - then it's ok.

    I know a question to be put to this is "then everyone can just change their mind once the AoO provokes". I think that's an entirely separate question - issues dealing with that shouldn't dictate what's counted as an action. To me, it sounds like this entire argument is really for when you're prevented from doing any of what you originally intended. Are there any rules stating you can't do this anyway?


    claudekennilol wrote:

    Don't forget the "while taking another action" line in there--what action are you going to take and feint your opponent into thinking you're moving to get him to attack you so you can do something else? I wouldn't allow that at all for what it's worth.

    I see what you're saying - it needs to be part of the move action. And thank you for pointing that exact wording out. So, yes it is a move action that is starting.

    That being said, my point is the same. What ends up happening - regardless of what was declared - is not much to me. I was really just using the concept of a GM deciding what is "free enough" to be a free action, and apply it to the "started is spent" argument. As in - as the rules stand now, the GM gets to decide since there is no wording that suggests either way is right.

    Started does not automatically equal spent to me. I rule attacking and provoking with a bow the same way - start to attack, bow get's knocked out of your hands, you still have time to do something that is a standard action. Since there is no rules around exactly how much of your bow attack you (and hence, how much time you spent) went through before it was knocked away - both ways of determining actions spent or not are equally valid.

    For the bow attack example - take the definition of Ranged Attack. The bow is knocked out of my hands with an AoO. I could say that I never ended up shooting, therefor I didn't do the definition of a ranged attack and therefor I never did a standard action. And that's using RAW.


    Sometimes, the GM deciding is the rule. Example:

    Quote:
    Free Action: Free actions consume a very small amount of time and effort. You can perform one or more free actions while taking another action normally. However, there are reasonable limits on what you can really do for free, as decided by the GM.

    From the free action rule, I can say starting to move enough to provoke but not actually get anywhere is free. Player tells me what he wants to do, now finds himself a free amount of time into that move when he can no longer do what he told me he wants to do. I say he's taken a free action so far. (Note: "Moving" is what provokes, not "Taking a Move Action". I am within the rules to say that the starting movement that provoked was a free action).


    Jiggy wrote:
    thundercade wrote:
    Jiggy wrote:
    thundercade wrote:
    Yes - and I consider "not having left the square" not enough action to use up a move action.
    Which is a determination of your own design, and not something implied (let alone stated) by the rules.

    One person says you only need to have moved enough to provoke for it to be considered a spent action. Another person says you need to have moved enough to make it one square.

    Those are both determinations. What are you trying to say?

    I'm only saying that "if you haven't traveled at least one square, you haven't spent/committed to an action yet" is what thundercade says, not what the rules say.

    This is the rules forum.

    The rules say that an AoO is "resolved" before the triggering event is "resolved". Taken at face value, this means that "resolving" is the only part of the triggering action that is left undone until after the AoO. Adding the idea that it not only hasn't resolved yet, but ALSO hasn't even STARTED yet, is adding one's own inventions to the rules.

    Additions to make your game run smoother have their own forum, and figuring out what the rules themselves actually say has this forum.

    I'm not saying it didn't start. I'm saying that I don't interpret that as something that constitutes a move action now being spent.

    I'm pointing out here are no rules that state if an action started is interrupted, and now cannot resolve the way intended, that it is now over. There is wording that says you complete your turn, and for readied actions interrupting there is wording around completing actions if possible. It doesn't say that if it's not possible then it is lost. (Unless I'm not finding something that does rule on this.)

    The move action being spent or committed is just as much of a rules invention as anything I've said.


    Jiggy wrote:
    thundercade wrote:
    Yes - and I consider "not having left the square" not enough action to use up a move action.
    Which is a determination of your own design, and not something implied (let alone stated) by the rules.

    One person says you only need to have moved enough to provoke for it to be considered a spent action. Another person says you need to have moved enough to make it one square.

    Those are both determinations. What are you trying to say?


    NikolaiJuno wrote:
    thundercade wrote:

    If you get tripped, you end up in your starting square, right? So if the trigger is "leaving the square", how did you manage to "leave the square" if you didn't leave the square?

    The trigger is "leaving the square" not "having left the square".

    If I'm leaving a building and someone reacts by jumping into the doorway I was leaving the building by I haven't left yet.

    Yes - and I consider "not having left the square" not enough action to use up a move action.


    If you get tripped, you end up in your starting square, right? So if the trigger is "leaving the square", how did you manage to "leave the square" if you didn't leave the square?

    EDIT: My point, is I don't need an answer to the above question - there's no reason to answer it. You do not need to solve or figure out what happens if there's no RAW around it. You just decide as a GM.

    I consider the fact that you haven't made it anywhere on the grid not actually moving. I don't have to go back and justify to the AoO that it could have existed.


    Gauss wrote:

    Komoda, the problem with that concept is that if you never used the move action to move then you never provoked then the universe explodes in a temporal causality loop. (that was humor btw :) )

    This sounds very reasonable and makes sense - but nothing is really forcing you to rewind the resolution like that when you're playing. There's no reason to go back and resolve the paradox. And since nothing in RAW gives any guidance on exactly what or when a player goes past the point of no backsies on an action - I don't see a reason to try to deduce what's going on in this way.

    I just rule what's reasonable to the battlefield - you started a move, before you actually did any of the move you found yourself in a position that doesn't allow that action, now you do something else.

    If you happen to make it 10ft on a move action, then get tripped, yes I call that a move action. Just like deciding to use your 30ft speed to only actually move 10ft. is still a move action - but if you decide to move 0ft, it is not a move action. (Even if you looked at me and said "I'm taking my move action to move 0 ft.", I still wouldn't count it as a move action)


    archmagi1 wrote:
    The two NPC's that matter here for latter books are both noted in the books that their fates are in future books. There are even suggestions there for what to do if said NPC's meet other fates.

    Agreed. I meant more of a consistent symbol so that's it's also obvious when they will not be seen again (i.e. "I wonder if Paizo just isn't mentioning it here...")


    I've found that, whether it's an AP/Super-module or your own campaign, three dimensional NPCs are part of what gives players motivation in the story. Always a good thing.

    Side note: It wouldn't hurt for the APs to (systematically) mention or mark which NPCs need to be left somewhat untouched as to not disrupt their future appearances. A total nice-to-have though at the most.


    This is a common occurrence with anyone who didn't really grow up playing these type of games. There is a process to fully "getting" what is needed to play, and there are probably times where an otherwise would-be-very-good-at-DnD person just doesn't make it past that hurdle. Remember that, compared to what most people do when they hang out or have a party - there is considerable effort that goes into DnD games - along with the fact that everyone is more or less expected to have decent competency is what's going on. Think of any other card game (I don't mean CCGs), sports team (a work team for example, not pro), beer pong, even a fantasy football league, etc - all of those activities by nature have a few players that don't really know what's going on and need help the whole way through until the games done - and these are much simpler games. That is considered normal to everyone involved. That is most likely the common mindset of people when it comes to games. That difference alone takes awhile to dawn on even the smartest people.

    This will take time to get better. Remember two things:

    1. Take a consistent, fair-but-firm approach to dealing with the constant lack of character knowledge. He will have to find incentive to learn it to put the effort in. Keep telling him to look things up and suffer consequences of not remembering or being more prepared (i.e. "ok, sorry, moving on..."). This should create incentive to want faster ways of knowing, like the cheat sheets.
    2. In doing so, you have to first let go and know that him deciding not to play is a real possibility. This is very important.

    If he really just wants to hang out... then there's no changing that, at least not quickly.


    If you can't quite find anything in the advice here so far (which is spot on), maybe take one more look at Feast of Ravenmoor. That one ended up being better than I expected (from a GM side) and the players liked it. It's of course painfully obvious that something isn't right in that town - but that seems to be appreciated by players. Depending on how the RP elements play out - most, if not all, of the combat for this one takes place in a long, one shot run with no rests. You could change the setting to be some type of creepy house in a larger town with a temple underneath (depending on how much extra work you want it to be) and have the same types of encounters.

    To reinforce what Brother Fen said about upping the CR of level 1 modules, at low levels this is very easy and adds the need to deal with even more multiple enemy tactics (assuming that's how you up the CR) - and there are a ton of Level 1 modules.


    Devilkiller wrote:
    I'm not sure how being able to hit people who are two squares away from you while you're using a polearm can really seem "too powerful" or who it is unfair to.

    Whips, cone spells, creatures with 15ft. reach, or just anyone who wants to stand in that spot and not provoke from a ranged attack or spell cast. If they never intend on approaching the 10ft reach-wielder, then I don't think they should suffer being threatened in a square that is 15ft away by definition. This is the situation I seem to run into more often than the issues that are fixed with the new reach ruling.

    I'm not trying to get anyone to agree with me on this, I'm just explaining what I mean.


    Well, maybe we've touched on the point where I'll just have to disagree as a non-PFS player.

    I agree with the need for consistency, especially for PFS as you guys point out. That makes perfect sense.

    Putting the 3.5 exception into actual rules is the simplest method (that I can think of). I agree on that point as well.

    I'm trying to say kind of has two parts:

    1. This ruling is not the only way to achieve a consistent way to treat the situation. (as an example, leaving RAW as is is another valid and consistent way to deal with it - just not one that anyone wants, but it is consistent)

    2. This ruling, IMHO, is unfair to other situations and player tactics. It is too far reaching (no pun intended, seriously) with permanent consequences to distance on the grid. For an extreme example - the ruling could be to treat a reach weapon as threatening a the boxes formed by the 2nd and 3rd diagonals. In this case, it is simple, solves the issues, and consistent. But, of course, it is obviously too powerful. So of course that's not what the rule is.

    So, threatening the 2nd diagonal all the time, no matter what, is still too powerful to me. So the consistent solution that ends up being used - if needed for things like PFS - should be something else. My view is that it should be specific to the problems in question - namely AoO's, tripping and diagonal hallways (correct?) - even if it gets a little complicated. The simplicity of the 3.5 exception is not worth the unfairness, to me.

    So if the 3.5 exception is the preferred way of dealing with it, then dealing with it that way should be left as a house rule. If it was a more fair way, then yes, make it errata even if it's complicated. GMs would still be just as free to employ the 3.5 exception and it sounds like they have been for a long time and would continue to do so. This way, in the unlikely event you get a GM who wants it RAW, then you still know what's going to happen.

    @Magda, on that note - since 100% of the GMs you run into employ the 3.5 exception before this new ruling...that one GM you that you might have run into that insisted on RAW now has the very same chance of deciding to house rule it back the other way after the new ruling. So how does this buy anyone any consistency? House rule was ok before, it should be now - correct? By definition it doesn't reduce table variability - that chance is still there.


    Magda Luckbender wrote:

    This errata fixes a specific, common, and ongoing rules problem. This issue came up for my characters about every third fight.

    I understand that it's a very commonly used exception used as you and others have detailed. I just think it should remain an exception that the DM chooses to employ. Using errata means that the rules themselves create situations of "10ft" meaning different things depending on what you're using. That's odd to me, so I'm surprised they're making it actual errata.


    Right, I understand the mathematical part. Personally, I would say that 10ft. reach threatening the the 2nd diagonal is definitely not more playable than it not threatening it. Therefore, specific errata addressing it - that is, errata that is much more specific than I feel it should be - doesn't sit well with me.

    I'm obviously in the tiny minority here on the forums, but wanted to make my point heard about the practice of this type of errata.

    As to your first question - I would suggest (and this is admittedly not thought through at this point - just trying to address the question) treating the first two diagonals as 10ft. for everything in the game - and beyond that doing the every-other-one thing. And yes, there is still a point of artifact.

    Maybe that's a better way to express what I'm getting at - that is, since there will always be a point of artifact with the distances on a square grid, players and DMs will always be adjusting. So, why are we creating errata that only applies to a very specific part of the combat system? To me, the whole point of how PF rules are structured is that this is the exact type of thing you need to find your own way through - so it should remain as such.


    My only issue with the reach and 2nd diagonal ruling is that it should be a distance ruling, not a specific weapon type or reach range ruling.

    I get why 10ft hitting the 2nd diagonal is easier for people to play (this hasn't been my personal experience, but I completely understand). But, the 2nd diagonal should be 10ft. for everything, not just reach. Movement (over the course of one round) should be 10ft over the first two diagonals. If it's 10ft for your weapon, it should be 10ft if I'm coming at you from that way. A 10ft Paladin aura should catch that square as well. Someone using 15ft. reach should be able to stand in a diagonal hallway and find a spot to hit the spear-wielding fighter with their cone spell/whip/tentacle/etc. and not be threatened - since it's a 15ft. vs. 10ft. reach battle going on.

    Everyone should get the advantage of those first two diagonals being 10ft.

    Ruling it only for a specific type of 10ft. is, IMHO, poor practice and only shifts the problem to other things in the game, and makes reach better than is was (if you didn't already play this way). If the adjustment is to help game play, it shouldn't have the overall effect of making reach straight up better vs. everything else that is defined as 10 feet.


    For the 15' range thing, I'm saying that under the old rule, a wizard can stand in that 2nd diagonal square relative to a spear-wielding fighter and cast burning hands or color spray, and not provoke an attack but hit the fighter in the area. Under the new rule, he now provokes. I'm not saying people can't deal with it, I'm saying it's a change. Same goes for a whip-wielding bard that wants to stay just out of range. The wizard, bard and a huge size enemy with a 15' reach can find other squares to achieve this, but now it's 4 less squares. So there are losers in this.

    This is why I like the idea of only dealing with it as the 10ft reach needs it - i.e. giving the AoO when appropriate (approached diagonally, etc), and locally re-orienting the grid squares if even necessary. This way it doesn't permanently change things for other effects.

    Yes, I am very locally re-orienting the grid. I guess I don't consider this redrawing since it involves such a small area. I sort of just point, say what's what, and that's it. This has been doable in my experience. Maybe if it happened more often, I would find it a pain, I don't know.

    For the 10ft coverage of the 2nd diagonal, I agree it covers a decent portion of the square. But then the errata should be that 2 diagonal squares is 10ft for everything. Not just reach weapons, but for movement, cone effects, everything. I don't advocate this at all, but that would be a fair, system-wide change.


    Gauss wrote:

    thundercade, So your solution is basically the same one of the ones others have proposed, redrawing the grid.

    Only since you are mentally redrawing the grid it comes with the same disadvantages as going gridless. It would require people to have good spatial visualization.

    Of all the solutions presented (including yours) making a simple exception is actually the simplest solution for the majority of people.

    It works without having to redraw square into hex grids (Paizo's maps are all square grids, it would take time to convert them to hex grids).
    It works without having to redraw the grid orientation (which takes time).
    It works without having to mentally redraw the grid orientation or going gridless (which both take good spatial visualization).

    While this exception bothers a certain number of people for a variety of reasons it is the simplest solution to a problem and it has the advantages of fitting in with the overall way things are done (square grids) and of being easily dealt with by the majority of people.

    Hang on here, you're turning what I said into something it's not. I'm not redrawing anything. That makes it sound as if needing to adjust where there are 2 or 3 diagonal squares, or even a long 5' corridor, then you're required to redraw an entire map. Of course I don't want to do that and I've never had to.

    I'm not trying to present a solution for people here to take instead of this change, I'm just trying to make it clear what I do since it seems to be such an issue for everyone. Every complaint I've ever read on the forums about this in the past has been no problem in our games. The posts I read make it seem like there is tear in the space-time fabric right there at the table whenever someone with a long spear is approached from the wrong angle - I just don't get it.

    In our group, this change only makes reach weapons into something they're not supposed to be, and devalues 15ft range effects - with no benefit at all, since we never have any issues with the old way. So, I have to come out disagreeing with the decision to errata it (not the rule itself, I obviously don't have to play the new way).


    Yes, I've done this before when I (somehow) couldn't see a d20 on the table. But in that event, I would explain before you roll, or yeah you'll have a mutiny on your hands.

    On the same note, I encountered a group that rolls percentile differently than I do. I don't add a d10 to another d10 - I roll both d10s designating one as "first" then use the numbers that come up as the digits of the numbers 1-100 (with 0-1 being a "1" and 0-0 being "100"). I was attacking a 50% concealment, called that 1-50 would be a hit, rolled 5-0 ("50" to me, and "60" to the rest of the table). I acted all excited that I barely hit and everyone else just about threw me out the door for cheating. Awkward argument ensued.


    Malachi Silverclaw wrote:
    thundercade wrote:
    Treat the diagonal squares as adjacent while in the hallway (whether using reach weapons or not)

    Reach weapons can't attack adjacent squares, so treating the diagonal squares as adjacent means I cannot attack.

    This is not a solution, it just highlights the problem.

    No, what I meant was, treat diagonal squares as adjacent, so that it's as if they are side-by-side squares. So, the 2nd diagonal is now simply two straight squares away and an attack-able square the way it normally is with a reach weapon.

    If it's a 5' hallway, this won't create any other consistency issues since it's just a straight hallway. Whomever is in that corridor can just pretend the corner to corner squares are side-by-side.

    Gauss wrote:


    thundercade, Paizo "broke" 10ft reach when they failed to include the exception that was already present in the rules. They "fixed" it when they included it again.

    However, if you have a method to fix the diagonal corridor issue, please, lets us know.

    Note: re-orienting the grid is not a fix. Assuming that the GM is even allowed to do that (not the case in PFS) it is a royal PITA that is even more of a headache than simply saying if a reach weapon can hit half of the square then it counts.

    Player, "Hey, GM, I use a reach weapon and that corridor is diagonal."
    GM, "Ok, give me 5 minutes to redraw everything."

    I get what you guys mean by "broke" in the first place, I guess I just disagree. There are several differences between 3.5 and PF and I viewed this a good (if unintended, was it?) change, IMHO.

    My system to deal with diagonal corridors is described above. I've just never had it be a big deal at all. I'm not redrawing everything. Not even close. Many times I don't redraw anything. I simply make the adjustment when it's needed.

    I'm just very surprised this creates such an issue that people are claiming has no solution, since it has been so easy to deal with in my games and groups. To me, this is what a GM can do. It's just like anything else in the game when there are issues with the grid or spacing or whatever, you adjust and keep going. So because of this surprise, I find rule errata for it an odd step.

    As for PFS... I guess I don't know. I don't play PFS, so I don't know the GM woes it can bring. However, I can't say I support rules changes that are specifically done to smooth out rough spots in PFS (not claiming that's what this is, just sayin'). If it really does provide a much needed help - then I'm glad people are helped in that regard.

    It bothers me on more of a principle level, that 10ft is 10ft in all but one category for the wrong reasons. What was a spot that a whip-wielding bard could attack long spear-wielding fighter is now not what it was. It's not just an improvement. One issue becomes someone else's issue. What was "Yeah, you should really get an AoO when he comes at you from the diagonal" is now "Yeah, he really shouldn't be able to attack you there...um...".


    blahpers wrote:
    The diagonal update is quite annoying for folks standing on the second diagonal and moving somewhere else outside 10', such as away or orthogonally. Sorry, folks, but I' gonna have to ignore this one, too, and continue to rule that it only provokes if the movement actually involves crossing the 10' barrier. It made perfect sense that way and I've yet to see it cause confusion in practice.

    Yeah, I have to agree. I've never had a problem dealing with this and it keeps distance consistent with everything else in the game.

    I don't really care which way it's played, but this is bad practice for Paizo, and it doesn't "fix" anything - only the unnecessary arguments you choose to have at your tables. If it was really that important or such a big problem, you could have house ruled it the way you're supposed to if you don't like how the square grid abstracts things. And if your GM didn't agree, then well, tough cookies just like everything else in the game.

    All this does is exchange one house-rule argument for another.

    Quote:
    If you are using a reach weapon and you and your foe are in a 5-foot wide diagonal corridor, how do you attack your foe? Where do you stand so that your reach weapon can threaten the square he is in?

    Treat the diagonal squares as adjacent while in the hallway (whether using reach weapons or not). This helps with movement anyway. Concluding that you can't attack anyone because Paizo won't "fix" 10ft reach is beyond lazy. The hallway doesn't have to be diagonal just because there are diagonal lines on it.

    If you want things to be easier or less confusing, then the solution is to just go ahead and make them that way on your own, with house rules. Not by officially changing what 10ft means for one specific thing in the game.


    As to the specific problem of a dead paladin - maybe his god or a demigod says "sorry, not time for you to go yet, you live, and now show your appreciation by doing blah blah blah for your faith"

    Possibly break the "totally" uninhabited thing by putting in some rare race druid or something who looked after those dogs, and is "very sorry" they all got in a fight. "You live, and now show your appreciation...."

    Or, this could be fun, he's a (much-reduced power) ghost and acts as a spirit. Now they have a major side quest to bring him back by visiting some ancient shrines... Basically, weave it into the larger story and give him a few ghost-y abilities to make it a good time. Just do it in a way where it's obvious this won't be an option next time someone goes down when they're off that island.

    To help in the future, at low levels, try not to let the dice fall where they may. Especially if you've put them in a remote location. If you can, don't roll your dice in the open. Some groups cry foul at this... but I'm guessing yours will not.


    If your players like it, then I would say go ahead.

    However, I personally don't think it's a good idea due to the attitude towards traps.

    Many players feel that traps that hurt them based solely on one perception check are a "hit point tax" for the hallway or treasure chest. The way I overcome this, is to always find a way to allow the party to work past a trap so it feels like an actual encounter instead.

    What you're suggesting is kind of sending things in the opposite direction and may make players feel cheated or "taxed".

    I totally get trying to come up with a system for this, but just take it a step further and if you want to skip the encounters, then skip them altogether and enrich the encounters you do play out.

    Not sure if this has anything to do with it, but making the perils of overland travel consistent is very difficult and usually not worth it. There are going to be times when going through the forest is a whole level, and there will be times when going back through that same forest will be 2 uneventful days of in-game time and 5 minutes at the table.


    Don't put work into the game if they won't do the same. Ask them if they really want to play the game or just have character sheets to oogle at.

    Are your players relatively young? Have they ever had characters die in a campaign before? I remember during my first days of DnD and other paper/pencil RPGs, it was sometimes easy to have all the fun just making some characters and not really wanting anything to happen to them.

    And/Or the players may be the kind that treat the game as a kind of passive challenge by the party to the GM to "do" something to them and see how well they can avoid what you're "doing" to them. That's probably why they treat the guides/mission NPCs badly - they're eliminating any chance of being tricked or backstabbed, however small it may be. The fact that they devolve into PvP and avoid GM-generated combat tells me that they are overly protective of their characters and personalizing it all too much.

    Like others have said - ask "What is it you want to do?"

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    OK, so I am about done finishing this series in roll20 for my home (virtual home?) group. Thus I do already have all the maps in there. However when I play by post I rather dislike having to log into roll20. Thus I am willing to redo the maps in google instead if people want it that way instead.

    So what do you folks prefer? Roll20 or google documents?


    Here's the opening post so you can get all nicely dotted up.


    It's been a while since I've run a pbp here, but I figure I have time for it so I might as well.

    The premise is fairly simple. Janderhoff has learned of a movement to coordinate the Giants into an army and crush all the smaller folks. They have outfitted an expedition of elite operatives to deal with the situation and dispatched it. You are that expedition.

    We will begin in the second module (Hill Giant's Pledge). You will not be from Trunau like in the normal adventure path. This means you also start at 4th level.

    Now for the character creation details.

    Alignment: No evil or CN.
    Stats: 20 point buy
    Traits: 2, you can use the Giant Slayer campaign ones , but don't have to
    Race: Dwarf- everyone is from Janderhoff, those tall folks can't be trusted.
    Gestalt: One side is a fighter. Other side is pretty open, though we'll skip occult classes, summoners, and gunslingers other than bolt ace. No firearms. Also, you are limited to only the 2 classes you start with, no prestige classes, or stacking a pile of classes on the not fighter side.
    Spells: Core, if you want other spells, ask. There's still too many sketchy spells out there which evaded a balance pass.

    We will be using Automatic Bonus progression . Starting cash with therefore be 3000 gp.

    As stated in the title, this is a beer an pretzels style game. If you want to write a couple pages of background about your hopes, dreams, background and family history, go right ahead. I won't read it. You will need a build, and some idea of the progression you plan. Some idea of who the character is and what they are like (keep it short) is all you need.

    As it seems that herolab's gestalt is broken (for me at least), this tool seems to work. You will need to go into settings to turn gestalt on.


    Campaign is currently at 6th level, but the front line barbarian had life come up, so he had to bail. The party needs a replacement who can do melee duty.

    Rules are: (as initially set out)
    20 point buy
    Paizo only
    level 6
    2 traits, one campaign
    No gunslingers except Bolt Ace
    Only unchained summoners
    Only unchained rogues
    No sap adept and sap mastery
    Core Spells only (barring approval- explicit approval, not implied)
    I'm inclined to avoid the Occult classes since they are not terribly balanced IMO.
    Force bomb does not trip people.
    Mages Disjunction dispells anti-magic fields.
    Background skills
    Automatic Bonus progression (normal)
    Core magic items only (unless otherwise noted)
    Core spells only (unless otherwise noted)
    1/2 WBL
    max HP at first, 1/2 die size +1 past that
    +2 skill points per level.

    Campaign occurs in Garund. Picking a race which suits this is fine. No custom races, and to be quite honest the weirder you go, the less will be your chances of selection. The party needs a meat shield, so keep that in mind. Campaign tone, as always for me is tongue in cheek, beer and pretzel style. You can provide a paragraph of background if you like and I may even bother to read it.


    You might want to give a bit of a description of how you expect your character to run with the rest of the party. If there's anything you figure you need to do to adapt to your fellow members, I'm ok with it (within reason, don't get drastic, like changing classes and stuff, but fighting style and equipment is fine).


    Dot in. We will be starting right as you are about to assault a demon controlled citadel.


    OK, as first edition Pathfinder is winding down a bit as PF 2 spools up, it's time to get downright stupid and run a final over the top AP campaign.

    Of course if you are doing over the top in an AP, it has to be Wrath of the Righteous. If you are going for downright stupid, you must throw in gestalt.

    So, I'm going to run a gestalt/mythic Wrath of the Righteous campaign. Also because the campaign has the temerity to start you pre-mythic, we can't have that. You will be starting in the second book of the AP at 7th level with 2 mythic tiers (it is the best place to start story wise IMO).

    Now as with all my campaigns this is a Beer and Pretzels tone. So here's character build rules.

    25 point buy
    7th level
    2 tiers
    only Paizo. If you ask about 3rd party I will simply ignore any and all further posts.
    Good only

    2 traits.
    23500 GP to start

    For background, I don't expect much. A paragraph is sufficient. More is not desirable.

    right now I have 2 players, and only intend to run a table of 4 so 2 more needed. I'll give this a week or so. If I get 2 people I like sooner I might close early, so don't tarry.

    There's a couple minor rules changes.

    Disruptive no longer gives a +4 static bonus, but 1/2 BAB.

    Shatterspell is no longer limited to dwarves.

    Mage's Disjunction will always pop an anti-magic shell.

    No gunslingers, unchained summoners only.


    here for you to yammer


    Howdy all, play will begin tomorrow.


    Ok, owing to what I perceive to be massive demand, and a dearth of games that finish of this particular AP, I decided to pick this one up and run it.

    After reading it (partially), I can see why GMs might run screaming from the pretentious bilge which passes for an adventure. However I have decided to push on anyway in my normal irreverent, mocking style of GMing.

    So if you are hungry to save the world using the pretty much broken as hell Mythic system while playing in a game which takes role play as a chance to work on your bad puns, standup jokes, and Monty Python references, do ready yourself a character and submit away.

    If you want a serious game with deep immersion, long involved backstories which come into play- seriously? Really? After the above you're still here? Go away.

    I will be taking 6 people.
    OK as to submissions:
    20 point buy
    HP is max at first, 1/2 max+1 after.
    Paizo only (you can ask about other sources, and I can remember your name and not select you)
    No vigilantes (still don't own the book).
    Unchained summoners only
    no gunslingers (bolt ace is permissible, but why?).
    I'm not the biggest fan of pet classes in general, or summoning menagerie types, so keep that in mind.
    Core races plus tiefling and assimar. You can ask about other races and I can tell you 'no'.
    While I have the horror book, it is mostly for GMs and doesn't really fit here- again, don't ask.
    2 Traits (1 campaign)
    Max Starting cash
    1st level
    Classes which normally get 2 skill points per level, now get 4.
    Background skills
    No Evil (in fact, preference for good)
    Shatterspell is not limited to dwarves

    As for background and personality, the latter is important (more important that you have it in your head and know how you want to run them), the former, yeah, umm, a sentence? Couple words? Some pantomime? Don't care.

    Spellcasters are limited to core spells (if not from core then also spells from the book in which the class appeared). If someone thinks I am nerfing mythic spellcasters too much with this, they are smoking some really good stuff. You can ask about spells as the campaign goes on, but I am a grumpy curmudgeon, so don't make plans on a build which requires broken spell Y from splatbook X to work.

    And here's the kicker- I'd like to know where you are going with the build. This is a 20 level with full 10 tier mythic by the end. I'd like to see your plans for the character at 11th level with 5 mythic tiers. This doesn't have to be an outright build (though that certainly wouldn't hurt), but I'd like to know where you plan to be around then. This AP is going to take extensive modification to stay on the rails and not be a walkthrough, so I'd like to get ahead of the game. If you think this is too much work for a submission, well nobody is holding a gun to your head.

    I will have a preference for people I have run for before and I know to be reliable. This will be a 1+ per day posting game. If people don't satisfy that without warning me in advance, they will earn the boot and I shall replace them.

    I do use some other house rules. They will be listed explicitly on the campaign tab as I get time to put them up. They mostly favor players. Mostly.

    So if all that didn't scare you away, come on in and submit, I don't bite. My dogs don't even bite.


    started


    OK, discussion thread is up.


    Discuss


    Strange days are afoot in Riddleport as an inexplicable shadow hovers in the sky over the city, attracting scholars and mystics to divine its meaning. Yet for most of Riddleport’s citizens, the shadow’s significance, known locally as “The Blot,” is fleeting. Life continues on the streets of Riddleport.

    You all find yourselves at the Gold Goblin gambling hall. There's a bit event there called Cheat the Devil and Take his Gold, and this has the place bustling with a good sized crowd. By happenstance everyone in the party arrives at the same time.

    Just inside the main doors, two sultry beauties scantily clad and wearing faux bat wings, devil horns, and tails play the part of alluring succubi. Both are employees of the Gold Goblin, and they cheerfully register contestants for the tournament and process entry fees. Armed guards stand nearby to either side of an immense treasure chest into which each patron’s entry fee is added. The guards are on hand to not only protect the money, but to prevent any overzealous admirers from trying to dare the infamous touch of a succubus.

    Beyond the registration table is the hall’s game floor. Dozens of gamblers, waitresses dressed as succubi, and bouncers mill about the room, wandering amid tables offering various games while dealers shuffle cards, roll dice, and spin wheels. Moving through this throng are a dozen more of the barely clad, bat- winged vixens serving drinks and batting coal-black eyelashes flirtatiously for tips. In the center of the chamber is a short podium atop which sits a massive gold chest affixed to the floor by similarly gaudy chains. On either side of it stands a bare- chested bouncer in the exotic garb of some foreign sultan’s court. Each stands with muscled arms crossed over his chest and with a naked scimitar of prodigious size tucked through his waistband. High above them, from the hall’s cloth-draped ceiling, hangs a brass birdcage within which crouches a small, bat-winged, pointy-tailed devilish creature that sulks as it gazes over the room and occasionally rattles the bars threateningly.

    As the windows begin darkening with twilight, several gamehall employees enter, carrying torches shaped like pitchforks skewering burning heads made of straw
    and cloth to light several large braziers,

    giving the hall a more infernal hue. A hush falls over the gathered crowd as a short man climbs to the central podium, accompanied by two gorgeous “succubi,” and stands before the gold, chain-shrouded chest there with demoness on either side. He wears a formal suit, and his thinning black hair is slicked back. His left arm ends in a stump just above the wrist, and affixed to it is a bronze cap from which protrudes an oddly shaped key. This is Saul Vancaskerkin, the owner of the Gold Goblin and host of the tournament. He bows before
    the crowd and clears his throat before speaking.

    “Welcome, one and all, to the Gold Goblin Gambling Hall and your chance to cheat the Devil and win back not only your soul but all of his gold as well.” He says this last as he pats the large chest before which he stands. “I hope you found your reception by the Devil’s lovely temptresses suitably entertaining.”

    This is met by a general murmur of laughter and a few catcalls.
    “Let’s take this moment to thank Old Scratch himself for attending this event. Not only did he loan us these lovely, dark angels, but he also emptied the deepest vaults of Hell itself to provide the gold for this tournament.”

    “Of course, he plans on replacing what he loses in gold with the souls of those of you who don’t win. The tournament rules are quite simple—as you play, you’ll earn more chips. And with those chips, you’ll be able to bribe your way out of the current Hell you’re trapped in, working your way down deeper until you get to Old Scratch’s treasury. Currently, all of you are Old Scratch’s prisoners in the first of the Hells, Avernus. If you want to work your way down to the ninth circle, you need to win games. Each time you win, you’ll be awarded a golden eye.If you come in second,you’ll get asilver tooth. And third place wins a copper heart. These bits of flesh and bone are what the devils use in Hell for currency, and they’re what you’ll need to pay in order to bribe your way into the next layer of hell. The first player to win a game after reaching Nessus not only keeps his winnings for that game,but also earns back his soul and the ten thousand silver coins that the Devil put up for this tournament. You can, of course, decide to cash out your winnings at any time you want, but if you do, or if you run out of money entirely... well, that means Old Scratch gets you.” Vancaskerkin grins evilly and the caged imp cuts loose with another profane tirade.

    [b]“And that earns you the Devil’s Mark and an escort out of the game hall until the tournament is over. What, you ask, exactly is this Devil’s Mark? Well, it’s something too utterly horrible to even contemplate. The forfeiture of your very soul, it is. But I suppose I can show you what it is— gods know I more than deserve the Devil’s Mark. In fact, better
    make it two, girls!”
    With that, the two succubi accompanying him lean over and each firmly plants a kiss on Saul’s cheek with her ruby-red lips. When they pull away, their lip rouge has left clearly visible prints in the same shocking red on his cheeks. Saul beams as he cries out, “The Devil’s Mark, everyone!” which is greeted by a flurry of shouts, catcalls, and hoots. “Now, let’s cheat the Devil and take his gold!” which prompts one more rabid flurry from the imprisoned fiend above, and with that, the tournament begins.


    1 person marked this as a favorite.

    Ok, I've got this AP sitting around, and I've never run it. Figure I probably should since I paid for it.

    Second Darkness is an older AP from before the Pathfinder rules. Hence I will have to change all the encounters anyway. Thus it doesn't much matter what I allow the players to build.

    Now before visions of Rifts dance through your head, I'm not going to go that far. I think I will permit a limited gestalt. One side has to be a core rogue (no archetype, no unchained, no ninja). As all the characters start as lesser members of the local thieves guild in Riddleport, tacking that onto one side of a character makes it easy to justify a background. It will also permit everyone to be heavy on skills which is always nice. I think I will be going with the advanced bonus progression (the chart but at +2 level) from Unchained, and just drop out most of the magic items. This means easier balance for me and less to convert. I will likely toss in some flavor stuff items, but nothing for basic stat stuff.

    I expect very regular posting. Now this doesn't mean you have to pipe up if there's no reason for your character to do something, but when I'm calling for initiative I expect a response. You should be checking in at least daily so combats can proceed (unless I am given warning). I run fast paced games and spend far too much time on these forums. I prefer to keep things moving.

    I run a more beer and pretzel style game than deep roleplaying. I will tend to run things with plenty of smartass comments and out of genre references. That's just fair warning.

    Character creation:
    1st level
    core races
    Gestalt but one side is core rogue, no archetypes
    20 point buy ((yes, you actually will have to make choices)
    no magic item crafting allowed
    no gunslingers
    No sound strikers.
    Chain Challenge is banned. Sap adept and Sap master are banned.
    No evil alignments
    HP are PFS style so 1/2 max +1.
    unchained summoners only
    Paizo Pathfinder only (don't go digging back in 3.5 stuff)
    I am not going to stack sneak attack from multiple classes on different sides of the gestalt (so if you do slayer/rogue, no extra dice for you).

    I'll give recruitment a week or so.

    I'll need a build and a short background. You're first level so your bio should be a paragraph not a novel.


    Ok, getting things started since there is some background and set up which gives me time to get the monsters mythic-ed up properly.


    Starts here.


    Table 2 discussion


    Wherever you are in Golarion (unless it happens to be Corvosa, in which case they walk up to you), during the lunch hour one day a person in court dress teleports into your vicinity, bows and hands you are rolled parchment.

    "Greetings, I am a courier sent by Headmaster Toff Ornelos of the Academy of magic in Corvosa. You have been invited to participate in this year's Breaching Festival. Your great renown has no doubt led to this invite.

    I am equipped to take us back to Corvosa using some magics if you are willing."


    Discussion area


    Wherever you are in Golarion (unless it happens to be Corvosa, in which case they walk up to you), during the lunch hour one day a person in court dress teleports into your vicinity, bows and hands you are rolled parchment.

    "Greetings, I am a courier sent by Headmaster Toff Ornelos of the Academy of magic in Corvosa. You have been invited to participate in this year's Breaching Festival. Your great renown has no doubt led to this invite.

    I am equipped to take us back to Corvosa using some magics if you are willing."

    DC 15 knowledge Arcana or Local:

    Breaching Festival
    This is a yearly event at the Academy of Magic in Corvosa. It consists of participants of some renown in the area being invited to try and break into the vaults of the Academy testing their skills and abilities against the best wards and traps the Academies mages can devise. It is known to be extremely difficult and deadly, with only one successful participant in its history spanning over a century. Usually participants are not invited from beyond the city or at best Varisia, though sometimes it does occur. The rewards is known to be quite substantial, well over a hundred thousand GP.


    1 person marked this as a favorite.

    Ok, I've decided to try something different. We all know mythic characters are pretty damned over the top.

    What about gestalt? Can it keep up with mythic threats? I'm curious to find out.

    So what I propose to do is the the high level Paizo modules (Academy of Secrets, Tomb of the Iron Medusa, Moonscar, and Witchwar Legacy) but with the monsters given mythic templates.

    Characters will be 12th level built using gestalt rules and a 20 point flat buy (as in one for one purchase start at 10). You also get Mythic Companion as a bonus feat.

    I do have a number of restrictions in mind. No gunslingers, Paizo only, unchained summoners, no evil, and with that point buy, don't dump stat. You will get standard WBL(140000 GP). I'm inclined to say no to crafting as well (because it leads to too many odd cases and is very subject to interpretation). No custom races.

    I figure I will run at least 2 tables (if there is sufficient interest).

    Background: You may care, I don't. Enough background that you know how to roleplay the character, but a biopic is not needed. These modules are not heavy role play experiences, being pretty straightforward dungeon crawls. This is a hack and slash experiment.

    I want people capable of committing to at least a post a day, and I will review post histories to make sure people are prolific.


    You are summoned up by the local Duke. Duke Vars Stanic of Shady Mountain. While that sounds impressive and all, Taldor being in the state it currently is, titles to peerage don't quite carry the weight they once did. Shady Mountain's dukedom actually covers a caravan park on the outskirts of Cassomir.

    The Duke himself is a gruff man who seems rather unfriendly by nature. He summons you in and explains.

    "Ok folks, I have a problem I need to have dealt with. It could well be a profit making opportunity for you, so I've decided to send you along to appraise the situation and make a quick bit of coin. The damned Black Monastery has shown up again. Didn't think I'd have to deal with it when I bought this stupid title, but that's just my luck. "

    "
    Here's the story.
    Two centuries have passed since the terrible events associated with the hideous cult known as the Black Brotherhood. Only scholars and story- tellers remember now how the kingdom was nearly laid to waste and the Black Monastery rose to grandeur and fell into haunted ruins.
    The Brothers first appeared as an order of benevolent priests and humble monks in black robes who followed a creed of kindness to the poor and service to the kingdom. Their rules called for humility and self denial. Other religious orders had no quarrel with their theology or their behavior. Their ranks grew as many commoners and nobles were drawn to the order by its good reputation.
    The first headquarters for the order was a campsite, located in a forest near the edge of the realm. The Brothers said that their poverty and dedication to service allowed them no resources for more grand accommodations. Members of the Black Brotherhood built chapels in caves or constructed small temples on common land near villages. They said that these rustic shrines allowed them to be near the people they served. Services held by the Brothers at these locations attracted large numbers of common people, who supported the Black Brotherhood with alms.
    Within 50 years of their first appearance, the Black Brotherhood had a number of larger temples and abbeys around the kingdom. Wealthy patrons endowed them with lands and buildings in order to buy favor and further the work of the Brothers. The lands they gained were slowly expanded as the order’s influence grew. Many merchants willed part of their fortunes to the Black Brotherhood, allowing the order to expand their work even further. The Brothers became bankers, loaning money and becoming partners in trade throughout the kingdom. Within 200 years of their founding, the order was wealthy and influential, with chapters throughout the kingdom and spreading into nearby realms.
    With their order well-established, the Black Brotherhood received royal permission to build a grand monastery in the hill country north of the kingdom’s center. Their abbot, a cousin of the king, asked for the royal grant of a specific hilltop called the Hill of Mornay. This hill was already crowned by ancient ruins that the monks proposed to clear away. Because it was land not wanted for agriculture, the king was happy to grant the request. He even donated money to build the monastery and encouraged others to contribute. With funds from around the realm, the Brothers completed their new monastery within a decade. It was a grand, sprawling edifice built of black stone and called the Black Monastery.
    From the very beginning, there were some who said that the Black Brotherhood was not what it seemed. There were always hints of corruption and moral lapses among the Brothers, but no more than any other religious order. There were some who told stories of greed, gluttony and depravity among the monks, but these tales did not weaken the order’s reputation during their early years. All of that changed with the construction of the Black Monastery.
    Within two decades of the Black Monastery’s completion, locals began to speak of troubling events there. Sometimes, Brothers made strange demands. They began to cheat farmers of their crops. They loaned money at ruinous rates, taking the property of anyone who could not pay. They pressured or even threatened wealthy patrons, extorting money in larger and larger amounts. Everywhere, the Black Brotherhood grew stronger, prouder and more aggressive. And there was more...
    People began to disappear. The farmers who worked the monastery lands reported that some people who went out at night, or who went off by themselves, did not return. It started with individuals...people without influential families...but soon the terror and loss spread to even to noble households. Some said that the people who disappeared had been taken into the Black Monastery, and the place slowly gained an evil reputation. Tenant farmers began moving away from the region, seeking safety at the loss of their fields.
    Slowly, even the king began to sense that the night was full of new terrors. Across the kingdom, reports began to come in telling of hauntings and the depredations of monsters. Flocks of dead birds fell from clear skies, onto villages and city streets. Fish died by thousands in their streams. Citizens reported stillborn babies and monstrous births. Crops failed. Fields were full of stunted plants. Crimes of all types grew common as incidents of madness spread everywhere. Word spread that the center of these dark portents was the Black Monastery, where many said the brothers practiced necromancy and human sacrifice. It was feared that the Black Brotherhood no longer worshipped gods of light and had turned to the service of the Dark God.
    These terrors came to a head when the Black Brotherhood dared to threaten the king himself. Realizing his peril, the king moved to dispossess and disband the Black Brother hood. He ordered their shrines, abbeys and lands seized. He had Brothers arrested for real and imagined crimes. He also ordered investigations into the Black Monastery and the order’s highest ranking members.
    The Black Brotherhood did not go quietly. Conflict between the order and the crown broke into violence when the Brothers incited their followers to riot across the kingdom. There were disturbances everywhere, including several attempts to assassinate the king by blades and by dark sorcery. It became clear to everyone that the Black Brotherhood was far more than just another religious order. Once knives were drawn, the conflict grew into open war between the crown and the Brothers.
    The Black Brotherhood had exceeded their grasp. Their followers were crushed in the streets by mounted knights. Brothers were rounded up and arrested. Many of them were executed. Armed supporters of the Black Brotherhood, backed by arcane and divine magic, were defeated and slaughtered. The Brothers were driven back to their final hilltop fortress – the Black Monastery. They were besieged by the king’s army, trapped and waiting for the king’s forces to break in and end the war.
    The final assault on the Black Monastery ended in victory and disaster. The king’s army took the hilltop, driving the last of the black-robed monks into the monastery itself. The soldiers were met by more than just men. There were monsters and fiends defending the monastery. There was a terrible slaughter on both sides. In many places the dead rose up to fight again. The battle continued from afternoon into night, lit by flames and
    magical energy.
    The Black Monastery was never actually taken. The king’s forces drove
    the last of their foul enemies back inside the monastery gates. Battering rams and war machines were hauled up the hill to crush their way inside. But before the king’s men could take the final stronghold, the Black Brotherhood immolated themselves in magical fire.
    Green flames roared up from the monastery, engulfing many of the king’s men as well. As survivors watched, the Black Monastery burned away, stones, gates, towers and all. There was a lurid green flare that lit the countryside. There was a scream of torment from a thousand human voices. There was a roar of falling masonry and splitting wood. Smoke and dust obscured the hilltop. The Black Monastery collapsed in upon itself and disappeared. Only ashes drifted down where the great structure had stood. All that was left of the Black Monastery was its foundations and debris-choked dungeons cut into the stones beneath. The war was over. The Black Brotherhood was destroyed.
    But the Black Monastery was not gone forever. Over nearly two centuries since its destruction, the Black Monastery has returned from time to time to haunt the Hill of Mornay. Impossible as it seems, there have been at least five incidents in which witnesses have reported finding the Hill of Mornay once again crowned with black walls and slate-roofed towers. In every case, the manifestation of this revenant of the Black Monastery has been accompanied by widespread reports of madness, crime and social unrest in the kingdom. Sometimes, the monastery has appeared only for a night. The last two times, the monastery reappeared atop the hill for as long as three months...each appearance longer than the first.
    There are tales of adventurers daring to enter the Black Monastery. Some went to look for treasure. Others went to battle whatever evil still lived inside. There are stories of lucky and brave explorers who have survived the horrors, returning with riches from the fabled hordes of the Black Brotherhood. It is enough to drive men mad with greed – enough to lure more each time to dare to enter the Black Monastery."

    "So there you have it. Nasty place with odd history. Potential for great gain. Go get em, and see if you can keep it from causing more havok in my caravan park. These hicks are enough trouble without ancient ruins getting them all worked up. Feel free to ask questions, but I doubt I can answer them. I'm not really from around here, as I grew up in Oparra. Hence me buying this damned title. "

    Cassomir is a good sized city to the west. Shady Mountain could generously be described as a pig stye other than the manor house. The monastery is a rather large building up on a hill which seems to radiate a sense of foreboding.

    Proceed with introductions, plans, smartass comments, Monty Python quotes or whatnot.


    Discuss any revisions you wish to consider to your characters based on the selections in the party.


    Ok, just finished something I was running, so time to start GMing another adventure. I have opted for The Black Monastery from Frog God Games.

    I've just downloaded it and will begin reading it. Thus it seems like a good time to start recruiting. It is a module for 7th level characters.

    We will run with 6 characters of 7th level with standard WBL and a 20 point buy. I will try to pick a balanced party, but I will mainly be picking in preference of demonstrably reliable posters.

    What that last bit means is:
    A) If I know someone from other games and they are quite reliable, they get preference.
    B) If I don't know you, but check your posting history and you are a postaholic.

    I have no desire whatsoever to make multiple runs at recruitment. Yes, I know life comes up, and botting will be forced to happen, but I will need to be warned. However I will expect reliability, especially in the first week of posting. If that can't be met, I won't be patient about hoping you might just show up again.

    The module is third party, so I determine the setting. It will be in northern Taldor near Cassomir. Setting is standard Golarion.

    You are welcome to write an elaborate novel about the detailed background of your special flower. I might even read it. I will be picking on posting reliability, character build, and how it will fit with the rest.

    So to sum up again on character builds:

    20 point buy
    Standard WBL so 23500
    All Paizo stuff, no third party.
    No gunslingers. No master summoners nor synthesist summoners.
    I have not perused Unchained yet, so no go.
    Core races preferred. Better have a good reason and be bloody persuasive if you want something else.
    I will have a few house rules here and there, they will be made clear before we start. We will use my modified fighter, which has a couple minor revisions (you can ask if you want to run one, buffs are added to increase survivability and versatility, not combat power).
    No evil alignments.

    I am a postaholic. I endeavor to keep games moving, and will post multiple times per day if the players can keep up. I do understand slower posting on weekends. My gaming style is fairly beer and pretzel, but I like to make sure you are challenged. As I go along I will adjust encounters to make sure you are kept on your toes.

    I will be done recruiting in a week. I might opt to finish choosing before then if I have sufficient submissions from reliable posters.


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    Recruitment will be quick. One day only.

    Level 20, everything goes.


    Not exactly indicative of much since it is merely anecdotal, but we had our 15th level fighter and barbarian both get hit with insanity last night while standing next to each other. Of course the confusion feedback loop immediately ensued.

    Fighter is falcata and board, and is pretty well optimized (41 Ac iirc).

    Fighter went first on the not yet raging barbarian. He laid into him and did 119 damage, but failed to crit. One crit would have decided the combat since the fighter has exhausting critical.

    Barbarian (greatsword, invulnerable rager) then went next. He raged and laid into the fighter. One crit and a few other hits later, the fighter is down at -40.

    Even if you had left off the barbarian crit, he would likely have won anyway by activating CaGM.

    As I said, purely anecdotal, but I do say barbarians really do seem to be more effective at high level. Though in terms of maintenance the fighter is cheaper upkeep since his AC prevents a lot of damage that the barbarian soaks up like a sponge.


    I've managed to be SOL on this campaign for some time now. It's either I don't get past selection, or the campaign peters out. I'd like to give the mythic stuff a full try out, but I've not had much luck. Any campaigns currently running this need a player? I am quite a regular poster (several times a day if there's a reason) and am quite experienced in both Pathfinder in general and pbp.


    Ok, so we're clear on a few things:

    A) This is not a short set of modules. In fact, it is fairly long. As such I would like people to maintain a high rate of posting so we're not at this till the end of time. A couple of posts a day per weekday would be a nice minimum, though we will allow things to slack off a bit on the weekend if necessary. I can post quite often myself and am willing to keep up a very fast pace if you folks are up for it.

    B) This series does not pull punches. I hate to use cliches, but bring your A game. Do not expect coddling or mercy. I am not going to be vindictive, but I also am not going to provide a margin for error. Your actions will have consequences, so consider them carefully.

    C) If there is anything you feel you need to purchase, you are starting in Absalom, so there is no better marketplace available. Feel free to load up on equipment as you wish.


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    Orders from the Decemvirate

    Personal Instructions from the Inner Circle of the Pathfinder Society
    This crisp note, delivered personally to each of you by courier, bears the
    official rune of the Decemvirate, the anonymous, masked ruling order of the Pathfinder Society. The Ten have rarely taken notice of your efforts to date, but their reliance upon you is a sign of your growing influence in the organization.

    The orders command you and a team of hand-chosen fellow Pathfinders
    to escort the famous longsword Pale Maiden, blade of the legendary early Pathfinder Durvin Gest, to the newly reestablished Pathfinder Lodge in the city of Woodsedge, in Revolution-wracked Galt. The Decemvirate wishes to entrust the sword to the Lady of the Lodge, Venture-Captain Eliza Petulengro. You are to escort the Pale Maiden from Absalom to Galt and ensure that the weapon arrives safely.

    You are all booked on a vessel from Absalom to Galt. During this voyage you have an opportunity to become acquainted with your fellow Pathfinders whom the Demevirate has entrusted with this important mission.

    Go ahead with introductions


    This is the thread for the PFS retirement arc Eyes of the Ten. I believe we already have all six people for a full table. I will announce if there are still openings before we start.

    2/5

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    Ok, I tried this a while back and got no takers. With more people have seeker level characters, I imagine it is more likely to get people now.

    So I am contemplating a PbP (play by post)running of Eyes of the Ten. This is otherwise known as the retirement arc. You will need a 12th level PFS character (and only 12th, you can't have any other adventures done post 12th such as seeker level specials).

    This is a long module, and people will have to be very active to make PbP happen in a reasonable timeframe. If you cannot commit to multiple posts per day, this will really drag on.


    What would be a good set of pre-requisites?

    I'm thinking it would be a good fighter only feat (to put them at least in the same ballpark at Barbarians). Now at a minimum, I'm thinking Fighter 11, as one prerequisite. I was also trying to think of some feats which might logically lead up to it though.

    Maybe Acrobatic Steps?

    Maybe Spring Attack?

    I was thinking Wheeling Charge, but that's all mounted combat so it's a non starter.

    What does the Paizo Collective think?


    You have found yourselves in months of intensive training with your team. Selected from the forces of the Grand Duchess of Alkenstar as the best of the best, you have been working together to hone your skills and learn to mesh like the cogs of the finest clock.

    Mind you, nobody has really told you why yet, but being in the service of the duchess amounts to either guarding, fighting or training. Guarding is boring, and fighting isn't exactly safe, so training is nothing to complain about. You've been wondering what all the training was about, but 'ours is not to reason why' and all that, so you do as ordered. The grub is good, and the pay is consistent.

    Eventually, about when you feel that any more training will begin to dull your edge rather than hone it any further, you all are summoned to the presence of the Grand Duchess Trietta Ricia. As you know, she is a human lady of middle age, dressed in well appointed regalia, though not overly lavish. You are led in for a private audience, and as you watch the Duchess' guard shuffles all the courtiers from the audience chamber.

    The Duchess is seated on a throne, on a raised platform and looks down at you with a very serious look on her face. "No doubt you've been wondering both why you're here and why you've been training as a unit for so long. I can assure you it was not for trivial reasons. Are any of you familiar with the Thassilonian Empire and the Runelords?"

    either way she will explain

    "They were an ancient empire contemporaneous with the empire of Old Azlant. Their empire disappeared during the Skyfall which also crushed the Azlanti empire. From what we understand after the piecing together of myth, legend and what historical scraps can be put together after so long, they were a dark mirror of the Azlantis, great in their power, but also great in their evil. You may be wondering why I am discussing such ancient history, since it was a hundred centuries ago. "

    she pauses to take a sip from a goblet

    "We of Alkenstar, both those native to this place, and those who have come here for their own reasons have seen the horror that is the Manna Wastes. We, more than anyone else upon Golarion are intimate in our knowledge of what the excesses of magic can do. Well let me assure you, there is no comparable source of magical power in the world today to that of the ancient Rune Lords of Thassilon. Now, it is true that they have not been heard of for those thousands of years since Skyfall, but there has been troubling news of late. A goblin tribe in Varisia was recently routed by a group of adventurers. Now that is commonplace enough, but among the goblins were found individuals with strange magical powers, and there was etched the Sihedron. This is the seven pointed star of the Runelords."

    "Now it may be that this is nothing, and we're just being overly nervous about a potential threat. After all the Runelords have been gone for so long, with nary a peep. But what if they are rising? What if they do somehow awaken from a long, long sleep? Golarian is not what it was all those years ago. Titans no longer stride the lands, and there are no Azlantis to oppose them. "

    "We must learn of this threat, and learn of it quickly. Possibly if we act promptly enough we can prevent the Runelords from ending their slumber and being let loose upon Golarion once more. "

    she looks at each of you carefully in the eyes "You are our best. You are the cream of the forces I have at my disposal. You have been equipped and trained to the best of our ability. I am sending you on this mission of crucial importance, not only to Alkenstar, but likely to the whole of Golarion. You must find out if someone is trying to bring the Runelords back from the depths of time, and if so stop them. Do you have any questions? "


    OK, here's the discussion thread. It's a good place for you folks to agree on your choice of team feat (remember you all get one agreed upon by the group as a bonus feat).


    Yes, I will be running Rise of the Runelords Anniversary Edition.

    However there is a bit of a twist.

    The powers that be in Alkenstar, the capital of mundane technology in Golarion, located amid the Manna Wastes, the physical manifestation of the excesses of unrestrained magic, have heard of some dire news. Some goblins and bandits in Varisia have been found with signs that indicate that the power of the Rune Lords of ancient Thassilon may be stirring. Knowing the legends of the power of the Runelords, the scale of potential mayhem is almost beyond comprehension. Alkenstar must act. A team is assembled. The elite of the Alkenstar citizenry are picked for this mission. They are equipped with the latest gear in firearms and other technological tricks, and send on their way to Varisia to investigate and deal with the threat they may find. Yes, they are going into the world of magic without any magic on their side, but you can fight fire with firepower.

    OK, the team is from Alkenstar so that means there's a significant restriction- no spellcasters.
    You can play:
    fighters (modified)
    Rogues (modified)
    Ninjas
    Barbarians
    Cavaliers
    Samurai
    Monks (no maneuver master)
    Alchemists (there are a few modifications to make them a bit more mundane)
    Gunslingers
    Ranger (with trapper archetype)
    Paladins (with Warrior of the Holy Light archetype)
    Other classes are not allowed.

    Players begin at 4th level (start in second part of the AP)
    Point buy is 25 points.
    Assume for the purpose of the party, the Guns Everywhere rule is in effect. There are some modifications to firearms and the hitting of touch AC. I'll get houserules up soon.
    Everyone in the party gets one bonus teamwork feat. The group should coordinate this among themselves.

    This campaign is expected to run fast as I post often and wish to recruit players who can do likewise. If you can't post every day (at least during the week), it's really not for you. Fair warning, this is something of an experiment. We'll see how viable a non-magic party can be. It certainly shouldn't be much of a problem at low level, the interesting part will be at high level.
    I won't be tracking experience points, but rather leveling people at appropriate times during the adventure.

    I'm shooting for a six person party and have one already.

    2/5

    I have been considering running this as a PbP post on the forums here, but I'd just as soon see if there's enough people interested before I pony up for the module.

    Would we have a table full (and viable at that)?

    2/5

    There's one slot open for a character of 14-16th level to play Moonscar in the play by post forums here. This is the recruitment thread. We have 5 characters already.


    I'll put spoilers here even though anyone reading this should expect them.

    Spoiler:

    OK, does anyone know what the conditions are such that Cadimus Adella's ghost will no longer rejuvenate? That doesn't seem to be described in the module.


    Need one of these too.


    While spending some time in Oppara (whether on the invite of Vars, or another reason), you do become rather tired of the common level of debauchery. You stop by the local lodge, and the venture captain says there was an odd fellow who had some information he was willing to share with some experienced pathfinders. Not having anything but tenderfeet in the lodge at the moment he sends you group.

    This takes you south to a small inn located to the northeast of Zimar. Arriving at this less than impressive hostelry The Lion Sleeps Inn, you are left wondering how people of your stature would find yourselves on any mission starting in such a humble place. inside you are directed to a private dining room.

    In the room a man introduces himself to you "Greetings, I am Hanoris Dellum. I have learned of some important history, and everyone knows how you Pathfinders are so interested in history. The first information was that I am the last scion of the Adellas family. This was once one of the great Taldan houses, which fell into dishonor and ignominy. This lead me to further research my roots which revealed to me the location of the Tomb of the Iron Medusa which is the ancient Necropolis of my family. I would like to have someone investigate there to find any information which might restore the honor of my ancient lineage. I am certain that if you can find Infensus Mucro, the fabled sword of Marcus Junius Adella, that the honor can be reclaimed. There should also be vast wealth present, since the family was truly one of the greatest houses at the peak of the empire. Of course given their power at the time, they were also quite capable of setting up defenses of their family tombs, hence my need for very capable investigators. All I will need for you to find is the sword, any other treasures you might keeps. As I am the last of the line, it is my right to offer this bounty since it is my birthright. Are you interested? "

    2/5

    I've got 4 players already for this but would like more. Here is the recruitment thread.


    The notorious Taldan aristocrats of House Adella died out nearly two hundred years ago. After rising to prominence during the crusade against the Whispering Tyrant, the Adellas were especially famous for their contributions to the Grand Campaign against despised Qadira. Known to produce scions with extraordinary talent for swordplay and sorcery, the house grew in influence, wealth, and notoriety before collapsing under the weight of its own arrogance in the 46th century ar. The Adellas were so despised by the time of their demise that all public record of the family was stricken from imperial annals, and anyone tainted by its blood was stripped of aristocratic status. All that now remains of the once-great house is the long-hidden tomb where the Adellas’ greatest secrets have avoided plunder for generations.

    I'm looking to run this module for PFS sanctioned players. It's a 13-15 adventure. We have 4 players in so far, and would like more. For the table to be PFS valid everyone has to have a PFS legal player in the level range. Pregens are not available, and you cannot just cook up a character to play.

    So if you happen to be interested and satisfy the listed criteria, let me know.

    2/5

    Say you are running one of the post retirement modules- is it legal to make a full table by having someone play a higher level iconic? I would assume such would be found in the NPC codex (of course assuming such are legal).


    OK, I'm a bit fuzzy on what exactly this sense does provide. From the Universal Monster Rules:

    Tremorsense (Ex)

    A creature with tremorsense is sensitive to vibrations in the ground and can automatically pinpoint the location of anything that is in contact with the ground. Aquatic creatures with tremorsense can also sense the location of creatures moving through water. The ability’s range is specified in the creature’s descriptive text.

    Format: tremorsense 60 ft.; Location: Senses.

    OK, so what does this really mean? Are you flatfooted to an invisible attacker if you have Tremorsense? Do you still have a miss chance for concealment? Exactly how good is this sense?


    OK, here's the text from the PRD

    Dilettante
    What some would call dabbling you call a wide range of interests. Your breadth of knowledge offers unexpected insights in many situations.

    Prerequisites: 2 ranks each in 5 different Knowledge skills.

    Benefit: You gain a +2 bonus on Knowledge checks if you have 1–5 ranks in that skill. This bonus does not stack with Skill Focus. You can make untrained Knowledge checks with DCs up to 15.

    Normal: You may only make untrained Knowledge checks for common knowledge (DC 10 or lower).

    My question is, does the feat stop offering a bonus on the knowledge checks if you get past 5 ranks in one of the skills? My reading appears to say yes, which definitely docks the appeal of that feat.


    Is there a feat which improves the base threat range or multiplier of unarmed strikes?

    Just curious since if you make an unarmed fighter, you end up ceding the whole critical tree since a 20/x2 isn't really worth modifying.

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