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@Letric: yes, that works. Teleportation effects are generally considered to be something quite else than regular movement.
@Pathos: that doesn't work, not right out of the box. The problem is "as if using dimension door".
Dimension Door wrote:
After using this spell, you can't take any other actions until your next turn.
You can circumvent that with the Dimensional Agility feat, but conservative opinion holds you need to be able to actually cast the "real" dimension door to learn that feat. So wait until level 7 to learn it.
I agree with Jiggy that just giving the name isn't really useful enough.
Most of the time I think it's fine telling players "you can ask X questions".
As a player, good questions are of course DR (if you care about melee), elemental resistances (if you're an alchemist), SR/strong saves (if you want to cast spells) and so forth.
But another type of question that can be very useful is "what is this creature's most powerful/notorious property", or "what is The Special Thing about this monster", or "what is the best way to kill it"?
There are no dice rolls required to acquire it. If you want to RP a stimulating hike, go ahead.
Though keep in mind that you also "pray" for spells as a ranger, so maybe it's best to rethink what praying looks like for your character?
*Imagines an Urban Ranger who draws UML diagrams for an hour each morning.*
What you will need skills for though is teaching tricks to your AC. Handle Animal, mostly.
Double movement cost is half speed, just worded different. Grease encompasses difficult terrain and has more effects.
No, they're fundamentally different things which sometimes have the same consequences.
Difficult terrain is a property of the terrain, halved speed is a property of the character. If I'm Slowed, that doesn't make the terrain difficult for you. And I can still make 5ft steps.
I do think Grease is badly written in that it would make much more sense to write it as difficult terrain instead of as halving a PC's speed.
I think this is the heart of the problem. There are actually examples of "extra difficult" terrain listed that cost 4x movement costs, but those still seem to be considered difficult terrain, subject to relevant abilities etcetera.
It doesn't really prove anything; it looks like Solid Fog is providing a specific rule for that special case, as an exception to whatever rules may apply normally.
It's also handy for getting them into flanking position or past a fighter screen to harass enemy casters.
For elementals - just learn Terran. Earth Elementals are by far the most versatile elementals, due to Tremorsense and Earth Glide. The other languages are a much lower priority, though eventually nice to have.
As for most other outsiders, the low-level ones are good for little other than fighting, and the higher-level ones speak a lot of languages themselves.
I think you're really overestimating the amount of languages required in practice. Handle Animal could be worth it though, but the trick-less critters will have significant DCs. Speak With Animal can be useful there, or the Feral Speech wizard discovery.
For clerics, there's the Herald Caller archetype:
Jack Brown wrote:
I wonder if this is really the assumption of the writer? I suppose that way you could run things on time, but it seems rather minimal to me. Like you're just giving the summary instead of the RP itself.
So quite a few times now, we've had games running long in scenarios with significant RP. In scenarios like Blakros Matrimony, Immmortal Conundrum, Hellknight's Feast and Throaty Mermaid, but also in ostensibly more fighty scenarios like Where Mammoths Dare Not Tread.
As we were discussing this yesterday after an epic 8-hour no-digression no-breaks run of Hellknight's Feast, one player suggested it was "a European thing", that in the American experience the RP is much smaller and more "roll your way through it". I put it down to anecdotal evidence and differences in local scene. I've noticed that the way the game is played in nearby towns can already be quite significant right here in the Netherlands.
But I do wonder: how is time for RP calculated in when writing a scenario supposed to fit into 4 hours?
First, you're responding to a point I wasn't making. I was talking about the difference between things that slow you vs. things that make terrain difficult.
Second, you're mixing up cause and effect here. The definition of difficult terrain is "Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs,", the effect is "Each square of difficult terrain counts as 2 squares of movement. "
Not all things that have the same effect stem from the same source. It's the same as saying "if it rains the streets get wet, the streets are wet, therefore it must be raining".
Besides, greased terrain clearly isn't the same as regular difficult terrain, because in regular terrain you don't have to make acrobatics checks to move.
Tracking grandfathering for everything would be very messy.
It's probably less cumbersome to accept that for a handful of items there's meaningful "book variation". It's not the end of the world. Every printing of bear traps is different but life goes on. If the variation is too extreme (mask of stony demeanour, scorpion whip, 3.5 ruleset items reprinted with PF rules) you can de-select that item from AR from other sources. However, that should only be done if the benefit of the change (such as perhaps significantly improved game balance) really outweighs the costs (irritation, confusion, bookkeeping).
This should be one of those cases where PFS shouldn't be flexible. Everyone should play by the most recent printing or errata. If that forces people to buy a source to use something then it is a newer product so it won't be hard to get.
I think this is a bad idea. Imagine the following scenario:
- I see something nice in my friend's APG and decide to buy the APG so I an use it too. My character gains a few levels/
So now there are the following options.
All of these are very unpleasant; they're essentially saying to the customer "whoops, you shouldn't have bought that other book from us".
This is rarely done (unchained summoner) and it's very painful. It should be done only as a last resort.
It also undermines the premise of the current Additional Resources: if AR says book X is a sufficient legal source for Z, then it really should be legal if you own X.
I've also hit FAQ because the issue could stand to get some clarification. Because people will tend to heap all kinds of things together - although they may be similar, they're not the same.
For example: you can't 5ft step if the terrain is difficult, i.e. doubles the cost of moving. There is no rule saying you can't 5ft step if you are slowed to half speed (Slow spell, Entangled condition), but people tend to equate those two different things.
The PCR route looks very attractive. Much better than any of the absolutist routes.
Andrew Christian wrote:
Agreed. Because it's quite possible that both the summoner and pet get exposed to the same thing.
As for angelburgers, I am starting to feel a bit peckish.
Mark Hoover wrote:
Ranged cover is not symmetric; just because I've got cover from you doesn't mean you have cover from me. If I can draw lines from ONE corner of my square to ALL corners of your square, you don't have cover from me; but that doesn't mean you can also draw lines to all corners of MY square.
Mark Hoover wrote:
There's no popping out going on. So no.
Here's an interesting side effect of the difference between ranged and melee cover. Consider the following situation in the dungeon:
Where A is an attacker, D is a defender and W is a wall. Now if A makes a ranged attack, D doesn't have cover against it. A does have melee cover against D, so D doesn't even get to make an AoO in return.
Another thing to keep in mind is that ranged and melee cover do NOT work the same way. When determining whether you have cover from someone, use the following algorithm:
1) If the attack is a melee attack against a square adjacent to the attacker, use the melee cover rules.
If any of these 16 lines are blocked by a hard obstacle such as a wall (but not a creature¸ that's soft) then the opponent has melee cover.
If any of these 4 lines are blocked by any obstacle, hard (wall) or soft (creature), the opponent has ranged cover.
John Francis wrote:
I recall it being ugly.
Then again, a weird side effect is that in pre-AA scenarios NPC's ACs also can't easily flank you anymore, because the writing predates the trick. Which sometimes makes tactics impossible...
You can protect yourself a bit by taking a rank in Spellcraft. That way if someone Ill Omens you, and then tries to cast a spell on you, you can try a Spellcraft check. That eats up the Omen and leaves you in better shape for the saving throw.
I think in a lot of cases you won't see people using Quickened Ill Omen, but rather a lower-level accomplice who casts the Ill Omen just before the BBEG casts his own spell. In that case the Spellcraft helps a lot.
It's a bit of a puzzle. True Resurrection says it cures all negative levels; ordinary Resurrection doesn't say so.
However, if you keep all those negative levels, you would immediately die again. But Resurrection does state explicitly that it works to restore people turned into undead, and level drain is one of the most common ways for that to happen (along with animate dead, Shadow strength damage and (for NPCs) ghoul fever). The spell doesn't explain what would happen then.
We know implicitly that dead people can still have negative levels. Whether they have to make saves against temporary levels becoming permanent is uncertain; as (for the time being) Objects, they'd be immune to that. Does that mean temporary negative levels on dead PCs go away after 24 hours, or just linger in their temporary state because dead people neither make nor fail the check while waiting to be rezzed?
Another thing to consider: while undead, the ex-PC was immune to negative levels. So he might shed any negative levels accrued.
We're clearly in the land of "the rules don't quite cover this, so make a fair GM call".
No, you're mixing things again.
1 - There are three possible reasons why you are allowed to buy something:
If one of those three is true then you can buy the item. They're three independent reasons why you may be allowed to buy a particular item at all.
But it also has to be for sale.
2) That's the second thing: is something available in this town? That depends on the size of the town. Bigger towns carry more expensive stuff.
Since between scenarios an indefinite amount of time passes and you can move from town to town, condition #2 only applies to shopping in the middle of a game. After the game you can go to Absalom and buy anything for which you meet one of the requirements 1A, 1B or 1C.
Deep Forest and Darklands are the rarest, most out of print maps Paizo's made. They're one of the best forest flipmats (showing trunks and space where you can stand and can't, instead of canopy) and one of the few cave system flipmats.
So being this rare, naturally they get featured in an evergreen scenario..
You may not use a source if you do not own it, so if there are two different legal sources of which you only own one, that's the only one you're allowed to use.
There exists no rule that you must use the most recent source. That's a figment of people's imagination. Every time I challenge people to show me this rule, they can't or won't. Although it's a likely assumption, because that's the common practice in many other games like Magic. In those games, the "information" about what a source (card) does is available for free so you don't have to prove ownership of the most recent information. In PFS however that assumption is wrong.
To clarify: there are two separate rule systems happening here.
1) The "Town" system from Gamemastery Guide which describes what you might find in any particular town based on population.
2) The PFS system which decides what you can buy in general, based on your Fame.
You can only buy stuff that's allowed by both systems, but since between scenarios you can go wherever you want offscreen, #1 is often not a problem.
Wei Ji the Learner wrote:
If a new version of a hardcover is released, print the errata and bring them along, and you're fine.
New versions of softcovers happen almost never. AA is the only one I can think of.
I was Quentin's GM during Siege of Serpents, and we were also playing Hinojai together.
I was playing my Wayang Arcanist who is an extreme skittish coward. At least once I started an encounter with "No! Take them! Nott me!" and ran away (trying to exit the haunt before it went off).
During the final fight the GM ruled that the room was over 20ft high and the BBEG was a head that detached from its body to hide in the rafters and cast nasty spells. Our flying magus went after it but the other warrior was left helpless below. I eventually went after the head's body, with pretty much no defenses or signicant HP, figuring that anyone who keeps her body around for a century is probably attached to it, figuratively if perhaps not quite literally. And the head did come after me, but thankfully the warriors were then finally able to pile up on it and kill it.
So after various squicky jobs for Heidmarch we get told we could also try to earn money rather than terrorize other people. And one option mentioned it hydra baiting. Our party was overjoyed at the opportunity.
The GM tells us that the goal is to hold out as long as possible, and the audience prefers decapitations (sunder with slashhing on the head) to just killing hydras. Our sunderbarian of course goes to town, but my investigator takes a look at his longspear and decides that pleasing the crowd will require something more. He takes a drink and turns into a gargoyle and soars above the arena like an angel of death. After we trash the first two hydras a new one comes in, ostensibly scarier. I dive down to it, saying "bring it" to the AoOs. Another full attack later and that's twenty misses and it's my turn; I get in again (provoke some more) and go for the bite-sunder (provoke some more) and bite off the hydra's head just before time is called and we need to go to the auction.
Don't let people tell you Investigator is a wussy class.
I'm not a fan of this setup. While in hindsight it might turn out not to matter much, that's of little use to the people who haven't played those scenarios yet. I found myself left with doubt as to whether to postpone, and irritation that so many adventures reference something only allowed for running by high-star GMs.
If something is or is presented as a semi-prerequisite, it should not also be strongly restricted as to who can run it.
One thing to try is to take a plotline from one of the earlier seasons and run that; you get less interference from The. New. Thing. at Cons that way.
I think the way we've got it going in our venues (plural!) is a happy medium; when a new scenario comes out that hearkens back to some old one (School of Spirits/Black Waters; True Dragons/Sewer Dragons) people will pipe up and arrangements will be made to run the old scenario so that everyone has a chance to get it under their belt.
And we have mild continuity, in that new scenarios filter through, spread across multiple venues. So it's doable to get the season story, but it'll be in changing groups and in different venues, rather than one group progressing cohesively.
This is achievable and we're happy with it. Warhorn helps a lot in making scheduling more transparent.
Be sure to put Meyanda on the platform 10ft up from the ground, that buys her another few rounds in combat.
Anyway, is it me or does Joram Kyte tend to play a bigger role than anticipated by the writer? Between his tech savvy, healing, friendship with Khonnir, and not being all that sketchy, he's a natural person to turn to for the PCs.
Andrew Christian wrote:
But we don't have the "infrastructure" to track that, short of actually altering the text on chronicle sheets. And the GtOP has always been very clear that's not permitted; compare it to clearing conditions at the end of an adventure. Only a very small set of well-defined conditions is allowed to persist, the rest must be cleared. To avoid saddling the next GM with a PC with a questionable chronicle sheet.
Lady Ophelia wrote:
When I started looking, surprisingly few adventures actually go to "terra incognita". The next best thing, places nobody's been to in a long time, is quite doable.
How deep the "NPC intrigue" part of a scenario is varies considerably.
Lady Ophelia wrote:
Crypt of the Everflame is a solid dungeoncrawl. Masks of the Living God is a lot of RP in the first half, followed by a bloodbath where you get to take out all your frustrations about the first half. I found it extremely enjoyable. It should be noted that it doesn't require the PCs to have lots of social stats. I played it with a Cha 5 dwarf and got through fine. From what I hear part 3 is the real clincher for the OP's group though: it's an island with fabulous treasure that nobody dares go to.
Lady Ophelia wrote:
Some one also mentioned Hall of the Flesh Eaters. That's a great one for Level 7th -- not 2nds.
It's a 1-5 scenario, perhaps you're confused with something else?
Lady Ophelia wrote:
Segang Expedition is good also an Explore, Explore and Explore. But the ending falls incredibly flat. So you may you have home-brew some stuff.
I think it should only be played at high tier. The low tier BBEG is pathetic, the high-tier BBEG is scary.
I considered Beggar's Pearl. Wasn't convinced it was sufficiently exotic, but it's a good dungeon crawl. I advise running it at level 1, that's when the monsters are at their best. The higher tiers are probably disappointing because the adventure is really banking on PCs not having some basic tools yet.
Another (un)cool one is Citadel of Flame. An old stronghold of devil-worshipers, lost to a sandstorm. Recently re-surfaced after a storm blew away the sand. Should be abandoned...
Michael Eshleman wrote:
The boons on chronicle sheets normally refer to the PC ('you').
No. Read the Magic Circle text again:
This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.
The inward version only works if you're the one calling the creature.