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Phalanx Formation wrote:
Would this also help a monster with claws with 10ft reach?
It takes quite a bit of effort to kill someone with nonlethal damage by accident (though it can happen). It's only when someone takes more nonlethal damage than their maximum HP that they start taking lethal damage.
They fall unconscious when nonlethal damage exceeds current HP.
So, to hit someone dead with nonlethal, you need to do more nonlethal in one hit than the fraction needed to render them unconscious, plus their maximum HP, plus their constitution.
Is pfsdb.com new? I hadn't seen that one until about two weeks ago.
Anyway, Archives of Nethys is pretty awesome, although it has a bit of a learning curve. The search engine is powerful and good at finding things if you have a clear idea of what you're looking for. It's not so good at fuzzy searches though; that's what I sometimes resort to d20pfsrd.org for.
From one experienced player to another:
Sometimes you play with people who are inexperienced in PF, and it can be a bit irritating. They're not helping to set up flanks, get in the archer's line of fire, block the reach martial's zone control.
It's not fair to yell at them. And you shouldn't overwhelm them by pointing out all their mistakes. But if you keep silent about all of it then you're keeping them dumb, and that's not doing any favors either.
So it's about finding a balance; you can give constructive criticism, but you shouldn't expect perfection. And if the difficulty of the scenario allows for it (and it usually does), also try to find out what the newbie is trying to do (like Sneak Attack) and go out of your way to enable that.
Sometimes you have a party with super teamwork, and you feel awesome as a group because you're tearing through everything together. You're all making each other perform better. That's a great feeling.
We should try to give newbies a taste of that, let them feel how sweet it can be.
Ah, you're referring to the Incorporeal rules from the Universal Monster Rules in the Bestiary. Those do have that clause; it's missing from the description of Incorporeal in the CRB glossary. The UMR version is much more detailed though, so that's probably the best source.
As shiny details go: not all incorporeal creatures are immune to critical hits. Only creatures with the incorporeal subtype (which also grants the incorporeal SQ) are immune, and Ghost Touch negates that.
Spreading the defintion of Incorporeal across three areas makes these rules kind of obscure.
I wonder though, given how fast Vargrim is, and how slow the ice makes everyone else including Uliyara - doesn't that make it extremely hard to stop him?
I do think the "push past the PCs for the first 2 rounds" tactic would be a lot better.
What kind of irks me is the interaction between a couple of his abilities in high tier. He hits fairly hard with claws, then grab-constricts with high probability (CMD goes up slower than AC for most PCs). Fine.
The nasty part is the cold aura; that one's very likely to kill off PCs that he's dropped below 0 HP.
Joe Ducey wrote:
This. It'd fix a significant obstacle to recruiting.
Right now I'm basically waiting for the free transfer period to end before this goal becomes something other than "I'm only paying this prestige as a favor to you personally".
And also you're drinking a pint of blood as a standard action.
Most fratboys would grant you some respect if you could chug a pint of beer that fast; do it with blood and they might just elect you president. I still want to make Chuck The Necromancer.
Re: stingchucks and alchemists;
9 lbs is serious weight. And the bugs might not survive in a haversack, or might actually crawl out and damage the haversack. Table variation here could be ugly.
That said, I've contemplated using these for both financial and terror reasons. After a couple of levels alchemists profit so much from day jobs that resupply costs cease to be an issue. And I can garner just as much terror using Desiccating Lubricant. Plus, having a nonlethal splash weapon is extremely useful as an alchemist.
Currently there's a limit on how effectively you can convert Prestige to gold; you can buy items up to 750gp and a select number of spells that cost more, but those are mostly used to fix things that have gone very wrong. So, that's something your proposal would change.
Another thing is that the magic item rules are fairly complex, even for standard items. Exactly what prerequisites you can and can't skip is a set of rules that tends to surprise a LOT of players and GMs. I predict a lot of arguments.
(Though it might also fuel a PDT push to hash out the item creation rules in clearer text.)
Personally I don't really see a need to introduce this. I think the gains (as in, improvement to the game and fun) will be on the small side while the effort involved is large.
I think that crafting-oriented characters are better enjoyed in ongoing campaigns that can actually do something with downtime. Since PFS essentially doesn't do downtime, I don't think crafting is a good fit.
Recruiting VCs that aren't faction leaders seems fair game to me. They'd be prime targets for factions to get on their side.
I'm not advocating this, but I'd be interested in the look on a GM's face when someone tries recruiting an antagonist as a means of defusing a conflict. "Hey mr. evil wizard; would you like to join the Dark Archive instead of fighting us?"
I ran the scenario pretty closely to the way it was written - I had a slight glitch in applying the opposition track. There's a lot of things you need to keep track of there.
The scenario does feel a bit over-complicated, but on the whole, I think it makes quite a bit of sense from the author's point of view.
1) The maligned split-up mechanic. If you watch detective series, this happens all the time.
2) Spells that don't work. If the bad guys ignored these low-level spells we'd complain that they were being unbelievably stupid. And it's not like they don't work at all, just that the most blunt-force ways of using them don't work. On high tier, you can Detect Evil on Krunne (6HD, no spell). And it's not like Zone of Truth has no chance at all, just that he's ready to try weaseling out of it. So that challenges the players to actually RP questioning him in a way that's hard to evade.
3) Having a Town and Opposition track. These make sense, since the whole point is that the PCs are sent in to deal with a situation with rising tensions, and a murderer trying to spot the PCs. Dalton even sent a letter to the Society to lure a second team. Of course he's looking for them.
The thing that's missing, is a way for the PCs to go on the offensive. If they feel they've found enough evidence, they should be able to gather a crowd and attempt a re-trial. My players wanted to do this as soon as they found out about several of the pieces of evidence that didn't fit.
I think the scenario would've been better if it had anticipated the PCs being fast and effective, and included an alternate final encounter for these cases.
I dunno. Legacy of the Stonelords did not disappoint me...
Jack Enderi wrote:
There's no actual geas involved; the "no PVP" and "don't be a jerk" rules are OOC constructions.
Paladins aren't sworn to destroy fiends all the time; that's what the Oath Against Fiends archetype is for. Opposing evil and spreading good doesn't have to be done through battle all the time.
It's fine to have some verbal sparring at the table, as long as it doesn't get out of hand. Pay attention to other people's comfort zones, and ask them to respect yours.
When I play my paladin of Sarenrae (Oath of Vengeance: "do not be distracted by lesser evils"), I just ask that any evil pets promise to think about seeking redemption. That's good enough "for now". Meanwhile, let's get on with the adventure. There's greater evils to be opposed together.
Jack Enderi wrote:
Agreed, and note that various paladin codes (Iomedae) have something specific to say about this. With my paladin of Sarenrae it's usually "do you repent? no?" *slash, kill* "and goon #2, do you repent?".
It's generally acceptable to drop off prisoners at some jail without much further ado; we have only a 4H time slot after all.
Jack Enderi wrote:
Call them on it. Argue for a different tactic. As a paladin you're supposed to be the voice of responsibility.
This is a matter of balancing the "don't be a jerk" rule. You shouldn't get overzealous and dictate everything they can do, but they shouldn't make it impossible for you to play a paladin either.
Jack Enderi wrote:
Don't do these things yourself (although Torag's paladin code sometimes requires it; that which is not forbidden is mandatory). Don't encourage others to do them, chide them a bit, but don't actually try to stop them.
Some adventures will be made more challenging because the presence of a paladin restricts the freedom to pull morally grey tricks. However, since everyone knows you can depend on paladins, you can also turn that into an asset, to improve your party's credibility.
That's a serious advantage of LG/paladins. People are much more inclined to trust you. Although sometimes the alignment feels restrictive, it's also a source of strength.
I'll be fine if all we have is core races - I have a big enough backlog of things I still want to try with those.
That said, I'd get excited about ratfolk, vanaras, grippli and kobolds. I haven't personally seen any vanaras in PFS scenarios yet. I've had civil conversations with the other three in scenarios in S3&6. That level of "you can actually make deals with them" is in my eyes crucial to being a plausible PC race.
Honestly, after S6, grippli and kobolds make more sense to me as PC races than nagaji. Unless we're about to actually have a lot more interaction with those.
Scarlet Song wrote:
You shouldn't wait, either. Pretty soon we're going into next season, with new faction cards. If you've checked at least a box on a S6 card though, you can keep working away on that.
So, make sure you get that first checkmark!
GM Lamplighter wrote:
Because of course we only play to get points.
It's supposed to be a gateway scenario, but despite being easily as dangerous as most low-tier scenarios, you get a subpar reward that won't even let you buy a Wand for the next scenario.
It's a very bad choice as a first scenario for a character, while the flavor suggests it should be a very good choice.
Although I rather like the wayang I'm currently playing, I think it would be best if the choice for a race was also influenced by the amount of material that exists for it.
Wayangs have like 8 pages of text altogether, most of which is repetition of their base traits in the three sources that show them as a humanoid race. They have about one page of fluff describing the race. There's maybe two pictures actually showing what they look like.
With so little fluff, it takes effort to see the race as more than a really nice rack of mechanics.
@crazedloom: as I understood the scenario, you're not there for the Sages. You're there for the Sky Key, and since you want a favor from some Iroran monks, it's gonna be about making nice with their perspective.
Looking for a sage in that monastery was pure opportunism on Tahonikepsu's part. "Hey, as long as you're visiting these scholars, why don't you see if any of them might be a good candidate?"
I think you were expecting the wrong thing from this scenario, and therefore you were doomed to be disappointed.
From Under Ice should definitely precede Tapestry's Toil.
If you're into the new faction cards though, take note: both Scarab Sages and Grand Lodge seek pieces of the Sky Key as a condition. But there's only so many pieces around. You might want to divvy up scenarios that clearly hint at getting pieces among your interested characters.
If you're up for it, see about doing The Silver Mount Collection or The Technic Siege; those showcase the Technic League and Numerian technology, which may feature in the Special (or not).
I hope you've played Legacy of the Stonelords, that's where this Sky Key thing got started in the first place. Also it's the best Special I've seen so far.
What was the quasit gonna do? Not deal with the huge weakness in his plan to corrupt an inquisitor with Detect Evil at will? For the record, on high tier Krunne does detect as evil as he's got 6HD.
I also don't think they nerfed Zone of Truth all that much. It's a so-so spell to begin with, but if Krunne fails his save, the PCs can still trap him with it, they just need to come up with good questions. The kind of questions that you can't evade without looking guilty.
When I ran it the party intended to use it to add believability to their own and the prisoners' testimony. Screw you Dalton, you go weasel while everyone else is speaking clear truth.
That said, if you're halfway competent, the clues already in the scenario are easy enough to find and use, and the checks aren't that tough. I ran it last thursday and pregen Hakon4 had an almost perfect trial, failing only one check.
The thing that irked them most was that Tovril was able to get away. Hakon even chugged his potion of fly to pursue, but Tovril's superior mobility eventually allowed him to slip off.
I'm having some difficulty visualizing wielding two greatswords simultaneously. You can't really make the kind of sweeping motions you'd like that way.
Anyway, wouldn't it be more effective to wield a greatsword, protect yourself with a shield, and have one hand left over to have your cake and eat it too?
Auke Teeninga wrote:
Well, then an opt-in form could be made.
I was the arcanist in Monkhound's game.
I had a good time with this adventure. The trials were a good mix building up to a climax. The difficulty was enough that you actually have to try and won't succeed every time, but not so unforgiving that it feels unfair. And you can afford a few failures so that you're not punished too severely for reacting in-character rather than always going for the optimal response.
We didn't really get to the Scarab Sages subplot due to lack of time, and what I heard of it felt a bit disappointing - we were supposed to realize these people were qualified "because". After the Sanctum of the Sages, I was kind of expecting an actual meaningful choice.
Even skipping the Scarab Sages, and shorting out the Instant Fortress, we were still more than an hour over time. I think that's mainly because of the time spent on the trials; the Rovagug part of the adventure went at normal speed.
So I'm thinking maybe this adventure didn't really "budget" enough time for the trials. It's something I've seen before in adventures, where you can easily go over time if you get into the RP of things. But the trials are the point of this adventure...
I think for stories like this, we really need a category of "double-slot" adventures that don't try to cram a 6+ hour story in a 4 hour slot. Yet it seems most modules aren't really connected to the Society, you can just run them for credit.
I wouldn't mind a more user-friendly reporting system, that's for sure.
Nice features would be:
Golarion doesn't have the kind of widespread ecological issues that Earth has - there are issues here and there, but there's no fossil-fuel driven industrial society or anything.
While I do think it could be interesting to have a "green" faction, there's a big design challenge there to make it work. It'd have to have an agenda that makes sense in Golarion, AND that makes sense to be a faction of the Society, AND that you can actually do something interesting with in scenarios. That's not something to rush into lightly with "these people happen to care about nature and stuff".
Druids as keepers of ancient (oral, lorestone) mysteries, as a counterpoint to "civilized" histories as written by wizards and clerics - that's definitely something that should interest the Society. And there's the First World of course.
My favourite standard-bearer is actually a bard PC of a friend of mine with the feat, saving up for the banner of the ancient kings.
After some undercover stuff it's not a Open Road flag anymore though; we now have to pledge allegiance to the Doggy Flag. (As you may have guessed, it's a halfling bard. And all the things they say about halflings being perverts are true.)
More scenarios that deeply build on the Golarion setting. We've had some really good ones this season, like The Segang Expedition and From Under Ice. Those don't just use their location like an interchangeable backdrop. Segang Expedition had exotic monsters and cults that surprised even mee, and From Under Ice had really cool nordic-style politics in it.
More fights against the Technic League. They struck me as much scarier recurring enemies than the Aspis.
I did have some difficulty pulling off the Whiterook/Dalun thing.
When I ran it, the PCs were all a bunch of murderhobos, the closes they came to having social stats was one PC having ranks in Knowledge Nobility. Which did help a bit, but even so. I was quite a bit frustrated that after reading the adventure blurb weeks earlier, only one player brought a diplomatic PC. However, that one was level 5 and would've pulled the entire party into high tier. Or if he didn't, he could soloed the adventure.
In Whiterook they found the information to exonerate Dalun, but bombed the check to sway Halvor. So they were really frustrated; "we've shown you proof, you stubborn git, why do you still insist on going on this raid?!" According to the text, the evidence gets you only a +2 on the check, not enough by itself.
So there was the awkward situation: you're in the middle of a camp of people who're gearing up to raid a town you just told them you want to visit to trade. They can't really let you go to warn them. But forcing the PCs to join the raid or to just turn away doesn't make much sense either.
One of the players playing a knight in shining armor type PC eventually broke the stalemate by proposing trial by combat. Him against Halvor. First one to drop to 50% or less of HP loses. If the PCs won, no raid. If Halvor won, PCs would join him on the raid.
I didn't have stats for Halvor, but used the high-tier Lieutenant. Predictably, he won the fight, even without rage/power attack (I didn't want to risk a sudden death critical).
So, sulking, the PCs got to Dalun. There I nudged things so they had a second chance at convincing Halvor, and they suddenly teamworked a 30 Intimidate, which was enough for me to defuse the situation.
The thing about Dalun that bothers me is this: what if the PCs decide not to start a fight there, but Halvor does? He and his guys run off the map, and the PCs just kinda stand there and go "nuh-uh!".
Axebeak Sanctuary Society wrote:
Flagged for misleading title.
Which flag is that?
For the record, I rather enjoyed the tech scenarios. I'm gearing up (and by that I mean going to the max in gearing up) to play Silver Mount Collection again.
Nothing says "as evil as PFS allows you to be" as carrying the Blakros surname.