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Forums of the Coast Version 3.0!!!! (or is it 4? or maybe 5?) 2010-05-04T03:48:52 https://forums.druidsofthecoast.com/feed.php?f=85&t=1046 2010-05-04T03:48:52 2010-05-04T03:48:52 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15554#p15554 <![CDATA[Re: The Compendium and Rules]]> No, you cannot have an item of Permanent Reduce Person. Or Enlarge Person.

Statistics: Posted by Sajuuk — Tue May 04, 2010 3:48 am


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2010-05-02T15:42:00 2010-05-02T15:42:00 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15552#p15552 <![CDATA[Re: The Compendium and Rules]]>
EQUIPMENT TRICK [FIGHTER]
Prerequisite: Base attack bonus +1.
Benefit: Choose one piece of equipment, such as boots, cloak, rope, shield, or heavy blade scabbard. You understand how to use that item in combat. You may use any equipment tricks relating to the item if you meet the appropriate trick requirements. If the item would normally be considered an improvised weapon, you may treat it as a normal weapon or an improvised weapon, whichever is more beneficial for you. See the Equipment Tricks section.
Special: You can gain Equipment Trick multiple times. Each time you take the feat, it applies to a new type of equipment.

EQUIPMENT TRICKS
Heavy Blade Scabbard Tricks
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (heavy blade scabbard) feat to use a trick. You may use these tricks with any sword scabbard designed for a heavy blade (see the fighter weapon groups on page 56 of the Pathfinder RPG Core Rulebook). At your GM’s discretion, you may be able to use some of these tricks with a scabbard intended for a light blade, but that requires a separate Equipment Trick feat and may be less effective.

Capture Weapon (Improved Disarm): When you successfully disarm an opponent’s manufactured weapon, as a free action you may flip the disarmed weapon into your scabbard so long as the weapon would fit there. If you are not holding the scabbard in hand and attempt this, you have a –4 penalty on the disarm check. At the GM’s discretion, you can also use this trick on any item the opponent is holding as long as it would fit in your scabbard (such as a wand). You can only use this trick if you are wearing or holding your empty scabbard.

Find the Hidden (Blind-Fight): You can use your scabbard to probe for hidden dangers. As a move action, you may sweep your scabbard through an adjacent square where you suspect there is an invisible creature; make a touch attack and roll the miss chance normally. If it hits and you have an available attack, you may attack that target once with a –2 penalty and no miss chance for invisibility. All other attacks you make against that creature (whether in that round or otherwise) do not gain this benefit (though you can sweep again on your next turn).

Grab Purchase (Climb 5 ranks): You can use your scabbard as leverage to halt a fall, keep yourself from getting dragged, or prevent other sorts of involuntary movement by grabbing your scabbard with a free hand, jamming it into a hard surface, and clinging to it. Whenever you fail a Climb check, you may attempt to catch yourself while falling with a +10 bonus; your GM may rule that some walls require you to hold your scabbard with two hands rather than one or are too smooth for this trick to work. If subjected to involuntary movement such as a bull rush, you may spend a move action from your next turn to use your scabbard as an anchor, giving you a +5 bonus to your CMD to resist the movement. If you spend this move action, you only get a standard action during your next turn.

Hurl Scabbard (Quick Draw): You can draw your weapon in such a way that you send your combat scabbard (see page 3) whirling off to strike at any creature in sight. This ranged attack is a swift action and is treated as a thrown weapon.

Steer Opponent (Improved Bull Rush): You can use your scabbard to move a foe into the perfect position for you to make your attack. As a swift action, use your scabbard to make a bull rush against an opponent. If you succeed, instead of pushing him back, you direct your target into the path of your next attack. You gain a +2 bonus on your next attack roll against the target, and +1 for every additional 5 feet your bull rush could have pushed your opponent if you had chosen to push him back. If you fail the bull rush attempt, you are considered flat-footed against that target until your next turn.

Tangle Leg (Improved Trip, Throw Anything): When you draw your weapon, you may send its combat scabbard whirling off to strike an opponent’s legs. This bonus attack is a swift action and requires you to make a trip attack against the target. The target can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach.


Shield Tricks
In addition to the feat, skill, or other requirement listed for each of these tricks, you must have the Equipment Trick (shield) feat and proficiency in (non-tower) shields to use a trick. You may use these tricks with any light or heavy shield. At your GM’s discretion, you may be able to use some of these tricks with a tower shield or buckler, but that requires a separate Equipment Trick feat for that kind of shield and may add a penalty on the associated roll.

Break Ground (Improved Trip, Throw Anything): In place of a melee attack, you can throw your shield at an opponent’s feet, interfering with his movement and perhaps tripping him. You must be holding (not wearing) your shield or using a throwing shield to use this trick. Make a trip attack against your opponent. The opponent can be no larger than your own size category, and the range penalty applies to your trip attempt. If you succeed, the target is knocked prone. Failing this attempt does not knock you prone unless you are within your opponent’s reach. Whether or not you succeed, as long as your shield remains where you threw it, the opponent treats that square as difficult terrain until he moves out of the square.

Hurl Shield (Throw Anything): You can throw your shield as a ranged improvised weapon. You must be holding (not wearing) your shield to perform this trick. If you are using a throwing shield, there is no reason to use this trick.

Little Wall (Escape Artist 5 ranks): You can contort your body behind your shield in order to gain a brief moment of security. Whenever you use the total defense action, you may choose to gain cover instead of the normal dodge bonus to AC.

Keen Eye (Perception 5 ranks): You have mastered the art of using the reflective surface of your shield to locate foes that you dare not look at directly. On your turn, you may choose to forfeit your shield’s AC bonus for 1 round to improve your defenses against one creature using a gaze attack. Your chance to avoid having to make a saving throw against that creature’s gaze attack increases to 100%, and the creature does not gain concealment against you. For every 5 ranks in Perception you have above 5, you may simultaneously use this ability against another creature with a gaze attack.

Release Shield (no prerequisites): You may remove a light or heavy shield as a swift action instead of a move action. You may remove a throwing shield (see page 5) as a free action. Once you’ve removed the shield, you may hold it in one hand or drop it as a free action.

Ricochet Shield (Deadly Aim, Throw Anything): When you throw a shield, you can bounce it off one or more hard surfaces in order to strike a target from an unexpected angle or to bypass an obstacle such as cover. Each object you ricochet your shield off of imposes a –2 penalty on the attack roll. Range increments apply for the total distance the shield travels, not just the direct distance between you and the target.

Shield Gag (Improved Grapple, Throw Anything): You can force your shield into the mouth of a creature to prevent it from using bite attacks or other mouthbased abilities. Make a grapple check against a creature at least two sizes larger than your size category. If you succeed, you wedge your shield into its mouth. At any time you may release your shield, which means you both lose the grappled condition and return to your own squares, though your shield remains in its mouth. The creature may remove the shield by destroying it (or leaving it with the broken condition), forcing the shield out of its mouth with a grapple check against your CMB, or swallowing it (if it has the swallow whole ability) as if the shield were a creature. While the shield is in place, the monster cannot use its mouth to make attacks (such as a bite or a giant frog’s sticky tongue) against anything but the shield and cannot speak clearly enough to cast spells or use items requiring speech. If it uses a breath weapon, its range is half normal and any damage dealt must first get through the shield, with any remaining damage affecting the area normally.

Statistics: Posted by Sajuuk — Sun May 02, 2010 3:42 pm


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2010-05-02T15:33:06 2010-05-02T15:33:06 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15551#p15551 <![CDATA[Re: The Compendium and Rules]]> Portable Altar: Portable altars are typically made of wood and are ornately carved and decorated. The top of the altar lifts up, and items such as candles, incense, and oil can be stored within.
Cost: 250 GP
Weight: 40 lbs

Stretcher: A stretcher allows two people to share the burden of carrying one heavy object. You can also use it to drag a load you couldn’t carry on your own. A stretcher holds up to 300 pounds.
Cost: 1 GP
Weight: 10 lbs

Surgeon’s Tools: When in conjunction with a healer’s kit, surgeon’s tools raise the kit’s bonus to a +3 circumstance bonus on Heal checks.
Cost: 20 GP
Weight: 5 lbs (for medium creatures)

Swim Fins: Swim fins add 10 feet to your swimming speed but reduce your base speed to 5 feet. Donning or doffing swim fins requires 5 rounds.
Cost: 1 SP
Weight: 5 lbs (for medium creatures)

Statistics: Posted by Sajuuk — Sun May 02, 2010 3:33 pm


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2010-05-02T15:29:10 2010-05-02T15:29:10 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15550#p15550 <![CDATA[Re: The Compendium and Rules]]>
Bloodblock: This gooey, pinkish substance helps treat wounds. Using a dose gives you a +5 alchemical bonus on Heal checks for providing first aid, treating wounds made by caltrops or similar objects, or treating deadly wounds. A dose of bloodblock ends a bleed effect as if you had made a DC 15 Heal check. When treating deadly wounds, using a dose of bloodblock counts as one use of a healer’s kit (and grants the +5 bonus stated above).
Cost: 25 GP
Weight: -
Craft (Alchemy) DC: 25

Bodybalm: When this pungent yellow powder is boiled in water and given to a creature to drink, it provides the attending healer a +5 alchemical bonus on Heal checks for providing long-term care, treating poison, and treating disease.
Cost: 25 GP
Weight: -
Craft (Alchemy) DC: 25


Fuse Grenade: This hollow clay container holds a small charge of explosive power and a slow burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 bludgeoning damage and 1d6 fire damage in a 10-foot burst (DC 15 Reflex save for half ). You throw a fuse grenade as if it were a splash weapon.
Cost: 100 GP
Weight: 1 lb
Craft (Alchemy) DC: 25

Statistics: Posted by Sajuuk — Sun May 02, 2010 3:29 pm


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2010-05-02T15:24:50 2010-05-02T15:24:50 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15549#p15549 <![CDATA[Re: The Compendium and Rules]]>
Backpack, Masterwork: This backpack has numerous pockets for storing various items that might be needed while adventuring. Hooks are included for attaching items such as canteens, pouches, other small bags, or even a rolled-up blanket. It has padded bands that strap across the chest and the waist to distribute its weight more evenly. Like a common backpack, it can hold about 2 cubic feet of materials in its main container. When wearing a masterwork backpack, treat your Strength score as +1 higher than normal when calculating your carrying capacity.
Cost: 50 GP
Weight: 4 lbs

Combat Scabbard: This scabbard is designed to allow you to remove it from your belt as a swift action when drawing the weapon it contains. Taking the Equipment Trick feat (see page 22) for a scabbard gives you additional combat options for using a scabbard. For the purpose of fighter weapon groups, a scabbard for a heavy blade is considered a hammer, and a scabbard for a light blade is considered a close weapon. This also comes in a sharpened variety (See Weapons section).
Cost: 10 GP
Weight: 1 lbs

Wrist Sheath: This is a sheath designed to be strapped to your forearm and hidden under a long sleeve. The sheath can hold one light weapon, ranged weapon, or wand that weighs less than 1 pound. Alternatively, you may store up to 1 pound of ammunition in a wrist sheath. As a move action, you can bend your wrist to cause some or all of these items to drop into your hand. You have a +2 bonus on Sleight of Hand checks made to oppose the Perception check of someone observing or frisking you regarding items in the sheath. You can only wear one wrist sheath per arm.
Cost: 1 GP
Weight: 1 lb

Wrist Sheath, Spring Loaded: This item works like a standard wrist sheath, but releasing an item from it is an immediate action. Preparing the sheath for this use requires cranking the sheath’s tiny gears and springs into place (a fullround action that provokes an attack of opportunity).
Cost: 5 GP
Weight: 1 lb

Statistics: Posted by Sajuuk — Sun May 02, 2010 3:24 pm


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2010-05-02T15:12:17 2010-05-02T15:12:17 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15548#p15548 <![CDATA[Re: The Compendium and Rules]]> Currently all this content is reprinted from the Paizo Adventurer's Armory book.

Brass Knuckles: These weapons are designed to fit comfortably around the knuckles, narrowing the contact area and therefore agnifying the amount of force delivered by a punch. They allow you to deal lethal damage with unarmed attacks. You may hold, but not wield, a weapon or other object in a hand wearing brass knuckles. You may cast a spell with a somatic component while wearing brass knuckles if you make a concentration check (DC 10 + the level of the spell you’re casting). Monks are proficient with brass knuckles.
Damage: 1d3 Bludgeoning
Critical: x2
Type: Simple Unarmed Weapon
Weight: 1 lb
Cost: 1 GP

Cestus: The cestus is a glove of leather or thick cloth that covers the wielder from mid-finger to mid-forearm. It is reinforced with metal plates over the fingers and often lined with wicked spikes and fangs along the backs of the hands and wrists. While wearing a cestus, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with a cestus, your unarmed strikes may deal bludgeoning or piercing damage. When using a cestus, your fingers are mostly exposed, allowing you to wield or carry items in that hand, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision-based tasks involving that hand (such as opening locks).
Damage: 1d4 Bludgeoning
Critical: 19-20/x2
Weight: 1 lb
Type: Simple Light Melee Weapon
Special: Monk Special Weapon
Cost: 5 GP


Chain Spear: This vicious weapon often finds its way into gladiatorial events due to its versatility. The body of the weapon is a standard short spear, primarily used for thrusting. The butt of the spear is fitted with a length of chain, often spiked, with a hook at the end. The hook and chain may be used to make trip attacks. If your trip attack fails by 10 or more, you may drop a chain spear to avoid being knocked prone.
Damage: 1d6 Slashing
Critical: x2
Weight: 13 lb
Type: Two-handed Exotic Melee Weapon
Special: Trip Weapon
Cost: 15 GP


Chakram: The chakram is a simple, elegant, and highly portable thrown weapon. It is a flat, open-centered metal discus with a sharpened edge. You can wield the chakram as a melee weapon, but it is not designed for such use; you take a –1 penalty on your attack roll with the weapon and must make a DC 15 Reflex save or cut yourself on the blade (half damage, no Strength modifier). You do not need to make this save if wearing heavy armor or a gauntlet.
Damage: 1d8 Slashing
Critical: x2
Range Increment: 20'
Weight: 1 lb
Type: Martial Ranged Weapon
Cost: 1 GP


Combat Scabbard, Sharpened: This combat scabbard has a sharp blade on the outer edge, allowing you to use it as a weapon.
Damage: 1d6 Slashing
Critical: 18-20/x2
Weight: 1 lb
Type: Martial One-handed Melee Weapon
Cost: 10 GP


Dwarven Maulaxe: This versatile weapon looks like a heavy-headed axe, but a proficient wielder can use the blunt back of the head to deal bludgeoning damage.
Damage: 1d6 Piercing or Slashing
Critical: x3
Weight: 5 lb
Type: Exotic Light Melee Weapon
Cost: 25 GP


Flambard: This two-handed sword has a wavy blade that is especially useful for cutting through wooden weapons. If you are proficient with this weapon, you gain a +4 bonus on any sunder attempts made against weapons with a wooden haft; otherwise you may use this sword as a bastard sword.
Damage: 1d10 Slashing
Critical: 19-20/x2
Weight: 6 lb
Type: Exotic Two-handed Melee Weapon
Special: Sunder Weapon, Trip Weapon
Cost: 50 GP


Garrote: A garrote is a length of wire or thin rope with wooden handles at both ends. The wire is placed across a victim's throat and crossed behind the neck; when the handles are pulled tight, the garrote strangles him. In order for you to use a garrote, your opponent must be helpless or unaware of you. You must make a grapple check (though you avoid the –4 penalty for not having two hands free) to successfully begin garroting your opponent. Sneak attack damage does not apply to a garrote. Your garroted opponent must make a concentration check (DC 20 + your CMB + level of the spell he’s casting) to cast a spell with a verbal component, use a command word item, or use any magic requiring speech. You gain the following additional option when grappling with a garrote.
Choke: You cut off your target’s air supply so he has to hold his breath (see Suffocation on page 445 of the Pathfinder RPG Core Rulebook, and the Swim skill on page 108). Any round you do not maintain the choke, your opponent can take a breath and restart when he has to begin making Constitution checks.
Damage: 1d6 Slashing
Critical: x2
Weight: 1 lb
Type: Exotic Two-handed Melee Weapon
Special: Grapple Weapon
Cost: 3 GP


Rope Gauntlet: By wrapping your hands and forearms in thin but tough hemp ropes and then soaking the makeshift gloves in water for weight and expansion, you can transform your fists into rockhard weapons easily capable of killing in a fistfight. Each rope gauntlet takes a full minute to wrap and another minute to soak, but once applied can be worn for a day; removing a rope gauntlet takes 1 full round. When wearing rope gauntlets, you are considered armed and your unarmed attacks deal normal damage rather than nonlethal damage. If you are proficient with rope gauntlets, you may use the rough edges of the ropes to deal slashing damage rather than bludgeoning damage. Your fingers are mostly exposed, allowing you to wield or carry items in your hands while wearing rope gauntlets, but the constriction of the weapon at your knuckles gives you a –2 penalty on all precision based tasks involving your hands (such opening locks).
Damage: 1d4 Bludgeoning or Slashing
Critical: x2
Weight: 2 lbs
Type: Exotic Light Melee Weapon
Cost: 2 SP


Switchblade Knife: This knife has a springloaded blade hidden inside the handle. It can be designed to look like another type of object (a DC 15 Perception check reveals the deception). If held in your hand, you can activate it as a free action. This weapon is treated as a dagger.
Damage: 1d4 Piercing
Critical: 19-20/x2
Weight: 1 lb
Type: Martial Light Melee Weapon
Cost: 5 GP


Syringe Spear: The blade of this weapon contains a thin tube or bore that connects to a hollow container just beneath the crosspiece. A successful hit with the spear injects the liquid contents of the container (typically poison) into the target. Refilling a syringe spear takes 1 minute.
Damage: 1d8 Piercing
Critical: x3
Weight: 6 lb
Type: Martial Two-handed Melee Weapon
Special: Brace against charge
Cost: 100 GP

Statistics: Posted by Sajuuk — Sun May 02, 2010 3:12 pm


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2010-05-02T06:25:18 2010-05-02T06:25:18 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15547#p15547 <![CDATA[Re: The Compendium and Rules]]> This was poorly worded in the PRC in the compendium, so I have reworded it here in a hopefully more easy to understand wording.

Statistics: Posted by Sajuuk — Sun May 02, 2010 6:25 am


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2010-05-02T05:47:00 2010-05-02T05:47:00 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15546#p15546 <![CDATA[Re: The Compendium and Rules]]> http://community.wizards.com/go/thread/ ... Class?pg=1 until I update the Compendium.

Statistics: Posted by Sajuuk — Sun May 02, 2010 5:47 am


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2010-05-02T01:19:00 2010-05-02T01:19:00 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15545#p15545 <![CDATA[Re: The Compendium and Rules]]> Statistics: Posted by Sajuuk — Sun May 02, 2010 1:19 am


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2010-05-02T01:17:42 2010-05-02T01:17:42 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15544#p15544 <![CDATA[Re: The Compendium and Rules]]>

Statistics: Posted by Sajuuk — Sun May 02, 2010 1:17 am


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2010-05-02T01:13:41 2010-05-02T01:13:41 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15543#p15543 <![CDATA[Re: The Compendium and Rules]]>
Feral is also banned. Judson, I'm going to smite you the next time I see you for even thinking of that.
Anthropomoprhic is also banned just in case anyone was pondering that. If you were, I'm going to smite you with a large blunt object.

Statistics: Posted by Sajuuk — Sun May 02, 2010 1:13 am


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2010-05-02T01:06:40 2010-05-02T01:06:40 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15542#p15542 <![CDATA[Re: The Compendium and Rules]]> Statistics: Posted by Sajuuk — Sun May 02, 2010 1:06 am


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2010-05-01T03:46:26 2010-05-01T03:46:26 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15541#p15541 <![CDATA[Re: The Compendium and Rules]]>

Statistics: Posted by Sajuuk — Sat May 01, 2010 3:46 am


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2010-05-01T02:51:10 2010-05-01T02:51:10 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15540#p15540 <![CDATA[Re: The Compendium and Rules]]> Statistics: Posted by Sajuuk — Sat May 01, 2010 2:51 am


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2010-04-30T22:23:35 2010-04-30T22:23:35 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15539#p15539 <![CDATA[Re: The Compendium and Rules]]> Statistics: Posted by Sajuuk — Fri Apr 30, 2010 10:23 pm


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2010-04-30T22:11:02 2010-04-30T22:11:02 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15538#p15538 <![CDATA[More Pending Changes]]> Statistics: Posted by Sajuuk — Fri Apr 30, 2010 10:11 pm


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2010-04-29T22:11:42 2010-04-29T22:11:42 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15530#p15530 <![CDATA[Re: The Compendium and Rules]]> Statistics: Posted by Sajuuk — Thu Apr 29, 2010 10:11 pm


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2010-04-29T22:11:21 2010-04-29T22:11:21 https://forums.druidsofthecoast.com/viewtopic.php?t=1046&p=15529#p15529 <![CDATA[The Compendium and Rules]]>
For those of you that don't have the actual Pathfinder core rulebook and think that the Beta playtest rules are still valid, go use the before I have to smite you for having infinite rages per day or any other thing that was horrendously broken in the Beta rules. Anyone caught using the Beta playtest rules shall be fed to the Demilich Awakened Tarrasque that I keep in the basement. Anyone caught using the Alpha playtest rules shall be tarred, feathered, drawn and quartered, their remains will be tied to a stake and burned, and then the remaining bits shall be fed to the Demilich Awakened Tarrasque.

The compendium is located at:


Why am I using a compendium instead of my old method of storing things in threads in a sub-forum? - Simple. I don't feel like posting close to 200 pages of material. I can edit the source files for the compendium anywhere I have a netbook, regardless of network connection. The compendium is far more portable.

THESE CHANGES ARE SUBJECT TO ACTUAL IN-PLAY TESTING AND MAY BE REVISED LATER

Statistics: Posted by Sajuuk — Thu Apr 29, 2010 10:11 pm


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