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Lem

Blackbot's page

FullStar Pathfinder Society GM. 424 posts. No reviews. 6 lists. No wishlists. 4 Pathfinder Society characters.


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Silver Crusade *

Finally GMed it and loved it.
First off - the drain in the first room was absolutly no problem. My group didn't even consider searching it.

Some suggestions for future GMs:


  • Be careful with spraying colors in the lower subtier. I knocked half the party unconscious. They sat down on some floating bookshelves before the encounter (Diplomacy worked to a degree until the magus antagonized the owl one too many times) so nobody did drown, but if you hit the group and they are in the water...death in 2 rounds, not pretty. (First round -1, second round dead)
  • Print out the lower levels. Otherwise it's a nightmare.
  • If you want to prevent your group from going all fuzzy with Caught you can display him as REALLY reckless. My group did not have much sympathy for him after finding Virmil who was completly out of his mind, tortured and scared for his life. I tried to display him as damaged as possible. Caught being his arrogant self and handwaving it as "Bwah, he survived, I needed a distraction, what's your problem?"

Also: Mistress Koi is a blast to roleplay. It went like this:
"Hm...I suggest a deal: You bring me the fox, I will remove the water! Deal?"
"Okay!" *handshake*
(the group tries to argue that they need the water removed to effectivly catch the fox)
"Hm...I don't know...I mean, I need the water if you fail to catch him...but I have an idea! If you bring me the fox I will remove the water! Deal?"
"...okay?" *handshake*

They did the deal once more after that.
And then the gnome went back up to remind her to stop flooding the place.
And then the gnome went back up once more to remind to stop flooding the place AND left a note so she wouldn't forget.
And then the gnome went back once more to remind her to stop flooding the place and tell her that NO, the fox wasn't trying to trick her with the note, the note REALLY was left by her.

It was awesome. Though the DA almost failed their secondary mission and was only saved by the Liberty's Edge-rogue who convinced Kreighton Shaine of their point of view.

Silver Crusade *

I see. Our GM handed us the clues via the fey mayor (or was it his assistant?). Same result, not half as cool. Thank you!

Of course, this raises the question how the future versions could figure out PART of the solution when there was no way of telling how close one was to the answer...

Silver Crusade *

Steven Schopmeyer wrote:
To be honest, the only thing about the puzzle is that I don't understand where the future versions of the PCs got the hash marks from. It's like knowing the password is banana because future you told you so. And if that's the explanation, that's fine.

Wait a second. Future PCs? As in time travel?

Is that the GM only-explanation or are the PCs supposed to find this out?
Because that would've been one hell of a revelation!

Silver Crusade *

I'd go for no. Say, for example, you agree to sell something, meet up and exchange item (let's say a book) for cash (let's say 50$) and write down that it happened. Did you document it? Obviously!
Is it online?
No, I don't think so. While the planning happened online, the selling and buying happened offline.

Silver Crusade *

Additional note:
Maybe throw in something about fey riddles and how they tend to require you to think outside the obvious riddle - in this case, the obvious riddle are the portals and the stairs are something you disregard completly.
Similar to a certain other fey riddle...

Silver Crusade *

Player here. I got the impression that most of the problems I had with the scenario lay with the circumstances (loud con, not-loud GM). I guess not.
I was aware beforehand that there was a puzzle coming and that it was hated from reviews and I can definetly see why. My problem, however, is not the puzzle - I really did not find it to be especially difficult once I figured it out. The problem was more the presentation.
First off: I don't get the dice at the wall. They confused me. I didn't get the logic behind "Well, of course it's 4-6-8-12-20" instead of "1-2-3-4-5" - it just seemed overly gamy to me.
What's more, using the stairs was something I expect from a game like Antichamber. For those of you who don't know, Antichamber is a puzzle game based on the notion that you have to unlearn everything you learnt from playing puzzle games. An example, as spoilerfree as I can be:

Spoiler:

Every FPS ever has taught you that it doesn't matter whether you go left or right around a pillar, you will always reach the same spot. Antichamber forces you to unlearn this to solve a puzzle because you reach DIFFERENT places.

Why did I feel like it? Because as soon as you think "I have to use the portals" you ignore everything BUT the portals. Which is a cool idea, don't get me wrong - I love stuff like that in puzzle games - but unfortunatly this can be extremly frustrating in the more abstract form of a P&P where we don't see the stairs, not really anways.

And as soon as you view the puzzle as a computer game you figure out what's missing: FEEDBACK.
I honestly think most groups would figure it out sooner if there was some sign of progress that reset as soon as they did something wrong. If I solve a puzzle in Myst and after three steps everything resets I usually come to the conclusion that my third step was wrong. So maybe have the NPC flying around suggest that the force field at the top weakened when they stepped through the first portal, but returned after they picked the wrong one afterwards. Maybe the force field emates a deep sound that goes silent the closer the party gets to the solution. Something more than "Well, you tried something and it didn't work, but the puzzle won't tell you where you failed!", you know?

Silver Crusade *

BretI wrote:


On a different topic, I'm having trouble figuring out if fragments #1 and #2 have been used and if not what they would summon.

** spoiler omitted **

I'm probably missing it, but I've searched the scenario multiple times now and not found the answer.

They have been used to summon the owl and the albatross (#1) and the worm and the bird (#2).

Blackbot wrote:

Did any party try to unclog the drain in the main room? If so: Did you rule that the Pathfinder in the bird cage below drowns instantly or did they have a chance to save him?

(Given the amount of water that would flush down there I imagine the room would be filled pretty much instantly...)

Pushing this up. I think I will hint at them that it's probably not a good idea to unclog drains in a house whose architecture they don't fully understand yet and if they really, REALLY want to do it...Virmyl will drown.

Silver Crusade

To be somewhat effective it's enough to make your weapon magic in nature - this can be done with a oil of magic weapon (50 gp) or a scroll of magic weapon (25 gp) you hand your cleric, wizard, sorcerer or whatever is running around in your group. It's only effective for a minute, but that is enough for most fights.
Also: There is absolutly no difference between melee and ranged weapons against incorporeal creatures.

It should also be noted that haunts are different from "normal" incorporeal enemies, but I'm not sure how much information I should give you about them - maybe your GM wants you to not understand them to keep them mysterious.

To be really effective you could enchant one or more of your weapons with ghost touch - but quite honestly, I really don't think it's worth it. You won't have the money to do so for quite some time anyways.

Silver Crusade

28) (assuming Thornborn just forgot the number) Shamelessly stolen from Goblinscomic: A dungeon you enter through the sword of a fallen titan. Inside you have to race towards the end. Why? Because you have to be quicker than all the other partys - which are your party from alternate dimensions.

29) Also shamelessly stolen: Dungeon in control of a mysterious, but curious entity which continuously talks to the party. Every new chamber...er, room is declared as some kind of test. What exactly is the entity testing? What useful info can be obtained from "How will the party survive five orcs who can breathe fire?" Nobody knows...
29a) Bonus points for portals.

30) Dungeon in which every room is filled with fire as soon as the party leaves. Except for one. What is different about this one room? Nothing, but it will screw with the party!

Silver Crusade

Quick question: How is magic handled in your world? Is it Golarion rules (you have to study, like, really hard to become a wizard) or is it Harry Potter rules (you got to have magic in your blood, otherwise you can't be a wizard, ever)?
From what you wrote (celibate and all this) it seems like everybody can train to be a wizard, but his or her children could inherit the magic and result in a sorc.

Silver Crusade *

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Linda Zayas-Palmer wrote:
andreww wrote:
OK, I have just finished running this and the final encounter against Nithra is incredibly brutal, especially given it lacks a 4 player adjustment. I brutalised the group I ran for with this. They easily get a surprise round and if they choose to the quicklings are almost impossible to get to grips with.

The missing scaling is a mistake. The following is an official addition to the scenario, which will be included in any future modifications to the PDF.

** spoiler omitted **

No offense, but I've never seen a PFS scenario corrected. This includes faulty statblocks and missing items on the chronicle sheet (Confirmation, I'm looking at you)...so I won't hold my breath for that.

Silver Crusade

Savage Worlds - Rippers.

The group investigated the disappearance of several children. We figured out they'd be used in a blood ritual to summon a powerful demon (or something like that). When we reached the place of the ritual the cultists had already bound the children to pillars and one kid was bleeding already - we had to stop them and the fight started.

Professor: "We have to stop them! If too much of their blood gets spilled something horrible will happen! I throw a fireball!"
GM: "Er...your target is standing right next to the children..."
Professor: "Well, burnt kids don't bleed!"

He was convinced to not throw the fireball (it wasn't really meant seriously anways), but "Burnt kids don't bleed" stuck with us for the rest of the con.

Silver Crusade *

A merchant was offering his help to the society to rebuild some burned bridges, so to speak. The Pathfinders kept on antagonizing him, yelled at him for not deciding what to do (which was their job, not his) and after he congratulated them for a job well done threw a dead drake at him.
They left quite an impression, that they did.
They really tend to hate NPCs just because.

These guys tend to forget everything from the mission briefing, turning "We should help this guy because it's important that he X and Y for us because Z" into "Help this guy no matter what", completly ignoring all the other options to fulfill X and Y.

Silver Crusade *

That said - don't run out and buy all the decks. Personally, I didn't like the rules or buff deck that much.

Silver Crusade *

List time!


  • You will screw up and that's okay. If a player tells you a rule works different as you say it's up to you whether you look it up, believe him or take you ruling. I tend to go either "I'm sure it works this way, you're sure it doesn't, let's take my interpretation and we'll look it up afterwards" or "Do you mind looking it up while we do [other important thing]?
  • Just roll with it. If you notice you did something wrong and it has little impact ("Whoops, the gnoll didn't speak common, it shouldn't have been able to talk to you at all!") just leave it be. It doesn't really matter. If you screwed up royally ("Ah. I now see that there should've been only half as many guards, so Valeros would've survived...") fix it or backpedal a bit (if reasonable), depending on how much time you have left.
  • Print the scenario and use colored text markers. I read the scenario once and then once again, the second time with text markers. ORANGE for skill- and save-DCs, GREEN for environmental stuff (height of ceilings, width of doors, deep bog here, light there), VIOLET for treasure, YELLOW for faction missions (not as important anymore, so it's used for Secondary Success Conditions now) and BLUE for important other stuff (special abilites in statblocks I don't want to overlook). It really speeds up finding these things in text.
  • Take a break. If your time slot is not too tight a five-minute-break can really bring back concentration.
  • Ask them about it afterwards. Make it clear that you really want to learn and ask them what they didn't like.
  • Delegate. If there is an experienced player at the table playing a "simple" class that's the perfect candidate for secondary tasks like keeping track of initiative with the combat pad - seriously, that thing is more awesome than I ever anticipated. If I'm a player I tend to take over initiative to make it easier for the GM, as long as I'm playing a rogue or fighter. If I play a wizard I have too much to think about already and don't want to prolong my turn with "Uh, it's my turn? Let me look something up really quick..."
  • PFSprep.com - use it, love it. Woran's right, that site is a life-saver. If something seems fishy to you double-check, though. Some things might kill a group (I've seen a well-meaning GM adding rage bonuses to the barbarian's statblock...which was already considering the rage. So double-rage-time.)

Silver Crusade

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I have been playing with my little brother for quite a while now, never been a problem.
But then...our sorcerer and our ranger seperated (no problem, all fine), a few days later she started dating our bard (no problem, sorc was fine with this, after a few weird minutes at the start everything was fine), a few months later she dumped the bard (problems starting, slowly getting bigger), a few months later the sorc started dating her again (problem in full-blown group destroyer mode), the sorc and the bard had a pretty bad falling out...and then the sorc dumped the ranger via text (full-blown-nuclear-apocalypse-problem - though TO BE FAIR he really regrets that and it happened in the moment).
Campaign lies dormant since then (not only because of that, though).

But problems with family...nah.

Silver Crusade *

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The wonderful Stephen White created some and they are awesome

Silver Crusade

I like to think of a raging barbarian as similar to the hulk in full-on battle mode.
While nobody would expect the Hulk to stop and pick a lock or attempt to decipher an old writing, it certainly fits to make the hulk go full defense for one or two rounds - maybe there is something he really fears or maybe he just has to block a beam that may not kill him (it's the friggin' HULK, after all), but still hurts.

Also: A raging barbarian does not lose his complete dex-bonus, so while he gets reckless he still cares about not getting hit. He does not turn into a mindless construct or a ruthless killing machine.

Silver Crusade *

The chronicle sheets only notes items that are not always available. Silver daggers, masterwork chain shirts, cold iron longswords etc. are always available.

Silver Crusade

G!~!&!nit. I looked everywhere but the FAQ. Stumbled upon it right as you wrote your post.

I will go into the corner and be ashamed now, thank you. :/

Silver Crusade

Hey there!

Consider this:
A rogue has a strenght of 10, a dexterity of 18 and chose short swords as his "finesse training"-weapon on 3rd level.
How much damage do they do?
Is it 1d6+4/1d6+4 or 1d6+4/1d6+2?

The weapon enchantment agile says this:

Quote:


Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with the weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

The bold sentence is missing from the similarly worded:

Quote:
Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier.

Now, I think that the sentence missing means just "treat your dex modifier as a strength modifier for all intents and purposes" and that the "...still reduced for off-hand weapons" in agile is merely a reminder and is applied in the rogue's case as well. But...I'm not really sure.

Silver Crusade

German here, born in the early 90s.

Worst I ever experienced was one of my teachers looking suspicously at my Codex Cantiones - the Dark Eye (3rd edition) was sold in boxes and the box about magic contained a small book with every available spell inside it. The CC had a golden pentagram on the front (as you can see on the picture behind the link). She asked me something about it, whether I thought these things were true.
I took the book with me during the next exam and placed a die on every corner just to screw with her and told her afterwards what the book really was. She remained suspicious...

Silver Crusade

Do you remember Command&Conquer: Generals?

Well, that game had a special unit called Black Lotus (Schwarzer Lotus in German). It was a Chinese hacker. Because I was always interested in computers and tended to play hackers in every game I could (Shadowrun, Deus Ex...) I really liked her.
Then the Iraq war happened and one faction of C&C: Generals were the stereotypical Middle Eastern terrorists, the Global Liberation Army. With suicide bombers and all that. German media watchdogs did not like that and Generals got forbidden (as in you had to be 18 to purchase it and shops were prohibited from displaying it - meaning you had to know it existed and that you wanted it).
So C&C: Generals was rereleased as Command & Conquer: Generäle (Generäle is German for...generals. Yeah.) and they took out most stuff that could be seen as "evil" - sucide bombers became barrels with dynamite strapped to it (that could still drive a motorcycle of course!), the Global Liberation Army became the International Liberation Group, Mao's Fist became the battle master (or something like that) and every solider became a bot. Black Lotus was changed to Blackbot. And that's how I got my name.

Silver Crusade

Unless they're a monk and kick your teeth in, of course.

Silver Crusade

One could argue that the Vigilante just has to *believe* his target is appropriate, whereas the paladin merely "asks" his deity to help him in combat. Seems appropriate for the vigilante.

Silver Crusade

It should be noted that there is an official Pathfinder translation in Germany and while most people understand English, some don't, some have trouble keeping up with the German words (as I said, newer players) and some just feel like it kills the atmosphere even more if the discussed rules are a wild mixture of German and English if a few seconds ago everybody tried speaking Movie-Middle-Agish.

Silver Crusade

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15. Completly losing it.

If you get loud during a game out of anger that's bad enough, but as soon as you throw a dice in a corner you can go. I tolerate it in my home group to a degree (my brother threw his dice away in fake anger - since it was his room it was not my problem where the dice landed, so okay), but if you do such a thing in a public space where you can throw a bad light on all of us - ciao!

16. Being discriminatory.

Now I'm not talking ingame - if your character just happens to think that all dwarves/elves/black people are stupid/evil/greedy that makes him an a*$$@*$, not you - but rather at the table. If you just happen to think that the scenario writer should be fired for writing a gay shop owner into the module I don't want you at my table. To a lesser degree: If your racist character makes someone else uncomfortable, please make clear that you are aware that your character is an a*&@!!&, you do not share his point of view and maybe drop that aspect of his character for the session.
Fortunately this has never been a problem with any of my groups - public groups have been tame, private groups have been exactly that - private, and the only racists were the NPCs. I couldn't even blame them - if you live in a land historically threatened by orcs I don't blame you for not trusting the half-orc.

Silver Crusade

Completly ignoring the Wealth-dependant-classes-stuff:

I always assume the characters exchange money to carry it more easily. This includes buying gems for easier carrying. The loss they make with this is included in the whole "selling only brings half the value" - the magic item isn't always really as expensive as noted, so instead of paying 21,000 gp they pay 19,000 gp - the last 2,000 gp represent the money they lost by turning their gold into gems before.

Silver Crusade

Quite simple. Please speak a languge everybody understands. That includes gentle nudging towards German terms if newer players are at the table - while every veteran knows that "AC" is "armor class", a new player might only be familiar with "RK" - "Rüstungsklasse", the German translation. It gets only more confusing if a wild mixture of German and English gets thrown around.
Other simple rule: If the GM cannot understand it, it does not happen, simple as that. "But I said 'Ph'nglui mglw'nafh', which means 'I ready an attack' in Gibberlandish..." - doesn't matter, speak a language the GM understands and all is well.

Silver Crusade

Paranoia. We were 3 groups and 3 GMs - one group was security level green (my group), one group was red and one was blue.
(For those who don't know: The security clearance in Paranoia goes Infrared-Red-Orange-Yellow-Green-Blue-Indigo-Violet-Ultraviolet, or something like this).
After some shenenigans I ended up with an exo-skelton from Research&Development and 3 missiles and the usual order: Test them and bring them back intact (because, y'know, Paranoia). The missiles were red (= below my clearance), green (= my clearance) and ultraviolet (= above my clearance, using it was treasonous, but not testing it was treasonous as well because, y'know, Paranoia).
We ended up in a part of the sector where we got surrounded by guards who were mad at us because...I forgot, but I'm sure it wasn't our fault because we were always good citizens. I was pretty high at that point because our Happinesss Officer made it damn sure to keep us happy at all times, screw the consequences. Hammered me loaded the red missile and fired at the guards cornering us (because they were obviously treasonous!). I didn't know that one of the other teams had done SOMETHING to the floor, so the detonation blew away the floor and we plunged in the area directly beneath us were we got attacked immediatly by an army of blue mutant kitties - one of the other teams had screwed up and released them, or created some, or something along those lines. Because, y'know, Paranoia.
I did the only reasonable thing:
"I fire the green missile!"
The GM stares at me, but nods. The green rocket flies towards the cats and...goes straight to them, doing nothing. A bunker buster is not exactly designed to destroy kittens, more cement and alike.
Now you should know that if you die in Paranoia a clone replaces you and you've got 7 clones or so, and depending on the mood the mortality rate can be pretty high. So I didn't really consider it too dangerous to load the white, erm, ultraviolet missile. And firing them. While drugged out of my mind.

The GM stares at me.

"You sure?"
"Yup."

The GM pauses the game and goes to collect the other 2 GMs and the rest of the groups. Everybody gathers round.

"So, what happens is this...THIS group *points at another group* managed to release mutant kittens, who THIS group *points as us* now fights in the main reactor room of the whole sector. And THIS gentleman *points at me* just fired a nuclear missile inside the main reactor room. Directly towards the reactor. Usually I'd say that you're all dead...but you're not only dead, because Blackbot just destroyed the whole MAP, including the clone facilities. We have to stop here because EVERYTHING IS GONE."

Because, y'know, Paranoia. And much laughter was head.

(The game was nearing its end anyways, so it's not like I killed hours and hours of fun to be had...but it was glorious nontheless!)

Silver Crusade

Why not use the cards and a sharpie to make "decks"?
20 cards with numbers from 1-20 -> d20
12 cards with numbers from 1-12 -> d12
And so on...

Silver Crusade *

Journal Cards wrote:
Once all of a goal’s boxes are checked, you have completed that goal.

Whoops. Thanks, BNW.

Silver Crusade *

Wait a second...that was something that seemed quite clear to my, but on second thought...

Do three checkboxes mean "This goal can be achieved three times" or do they mean "You have to fulfill this condition three times to achieve the goal"? To me it was obviously the first one, but I'm not so sure now...

Silver Crusade

Oh, yeah, webcomics. Commissioned, Flipside and Goblins.
Or, as I like to call them:
Aborted storylines, yay sexuality and lousy fight scenes, and Dramaqueen without a schedule.
Let's call them guilty pleasures, yes? ;)

Silver Crusade

My group's face was an advocate before taking up paladinhood. This was pretty much what he did, though he called the other PCs into witness stand to present evidence, arguing he couldn't do it himself without seeming personally affected. So the sorcerer presented their magic findings, the cleric of Pharasma presented what they found out about flesh golems and why it doesn't fit and so on, guided by the paladin's questions about the topics.
Make sure this is okay with your bard, though - it can be quite boring to leave one character at the court house with the rest doing all the fighting. Depending on how much there is left to do it can be quite some time before the bard can rejoin the action.

Silver Crusade

Books (mostly Discworld and A Song of Ice and Fire at the moment - I read every bad piece of fast-food-fantasy when I was younger, this has ended) and video games.
There are few good fantasy series if you don't count the science fiction/superhero stuff and even fewer good movies. Most are either horrible adaptations of good books (Inkheart, Hobbit 2+3) or horrible adaptions of horrible books (Eragon) or just plain horrible (Maleficent). Though I don't watch that many movies in general.

Silver Crusade *

We were fighting with a bunch of chairs and I carelessly engaged in melee with my wizard. The chair grappled me and I tried escaping its grapple over multiple rounds - no use. I fell unconscious. I sigh and look down on my character sheet.
"MOTHERF***** - I forgot I can dimension door as a swift action!"

Afterwards we had to blow a lot of resources to sneak through a very busy area - although I even wrote down that I wanted to grab some uniforms from the wardrobe so we could disguise ourselves. Which I only remembered after we blew our scrolls and potions.

Silver Crusade

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93. Wears only the finest clothes, drinks the finest wine and is all in all a noble douche, but really loves his 5 cp stew.
93a. Especially if the source of meat in that stew is questionable at best.

Silver Crusade *

Also be aware that "A character dropped into negatives" is already fairly risky with only 4 players. A character death early on is far more of a problem in PFS than in a home game because the player cannot just come back at the same level. If everybody only has one character and at level 4 a character dies and has to start a new level 1 character that can raise some problems.

Silver Crusade

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87. Always jumps to the most outlandish or fantastic explanation - if the choices are "That guy's insane/lying" or "That guy stems from another dimension even though we have no proof such a thing even exists and every other explanation would be more logical" you be pretty sure he won't pick the former.
87a. The character in question is very intelligent.
87b. Or the character in question is very dumb. But that wouldn't be as fun.
87c. The character in question is very intelligent and not prone to delusional theories except if the theory involves one particular thing. He will of course try to invent theories that involve that thing for everything.

88. Cannot keep names straight. Alternatively, has a very limited space for names and applies the same name to every person matching the original owner - be it occupation (every butler is James), age (every child is called Timmy) or race/ethnicity (every dwarf is Harsk).
88a. Bonus points if this leads to the other players getting confused about the plot because they all think you're the only one keeping the names straight.

Silver Crusade *

Though sometimes it's weird: They put in every single monster in the back of the scenario, including kobolds and zombies, even the optional encounter (all from the bestiary 1)...and forget a monster from the bestiary 2. ^_^

Silver Crusade *

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I suppose that would ease the problem of the Completly Random Venture Captains. "Okay, so I need to infiltrate an embassy...I think I'll send the heavily armored dwarf, two druids (one with a tiger), the conjurer and the witch..."
Would've been even worse if the witch chose to play barbarian instead.

Silver Crusade

Aranna wrote:
Can he refuse to allow the player? This is for a PFS game right? There may be rules against excluding players. If he can exclude him then perfect, otherwise just use the whole zero XP suggestion. And let him pointlessly sit there being ignored.

Actually that guy is violating the "Don't be a jerk"-rule of PFS.

PFS doesn't have a "You may not send somebody away" rule, especially not if you're playing at home (Mike Brock can hardly force you to invite people in you don't want in there. That's the way the vampires operate, people!). Some store owners have a rule of "If you want to play PFS at my store you have to take everyone who wants to play", though.
Plus, as already mentioned: You want to run a PFS campaign, meaning every player is expected to bring a character who is a Pathfinder. If he doesn't do that his character is unfit for the campaign.

Silver Crusade

Rynjin wrote:

I think we can all agree the guy's a jerk but:

Hama wrote:


So, we spend about three hours generating characters, mostly because one of the players is insanely thorough and insists on reading through spell descriptions before picking spells for his spellbook.

...Who DOESN'T read spell descriptions before they pick them? How else do you know what they do, and are worth choosing?

Especially since some have some very sneaky fine-print that makes the short description sound really good, and the finished product be worthless (see: Air Step as an example).

Since these are first-time players I'm sure Hama wouldn't have been opposed to the idea of him switching out the spells later. Whenever a new player plays a class who has access to a limited number of spells I tend to say "Look, pick this spell and if you find it doesn't work the way you thought/hoped we can switch it out."

If the whole group is waiting and it's a low-level game the wizard could've just asked what the "usual" spells were and later (at home) looked up others in the PRD and added them to his spell book. Assuming we're talking 1st level the costs are really not that high.

But @topic: That guy's a douche. But how did he even survive? I mean..."old clock tower" pretty much translates to "Something will go very wrong if you go up there", and at low-level a single character tends to be killed easily in a fight designed for the whole group.

Silver Crusade

Charon's Little Helper wrote:
Blackbot wrote:
for rogues it were constructs and undead -
Not since 3.5. And for rogues - moreso than regen/fast healing, it's still oozes/elementals. And to a lesser degree - anyone with fortification.

I know. That's why I wrote their new enemy are GMs still stuck in 3.5 ;)

Silver Crusade

TBH, it didn't even occur to me that a rogue could not dual-wield. My own rogue uses two shortswords, to I kinda forgot that there are other rogues around...

And of course fast healing and regen aren't that common and there will always be that one monster that blocks one of your favorite abilities. For archers it's DR (well, before UC came out), for wizards magic immunity, for rogues it were constructs and undead - that changed to fast healing, regen and GMs still stuck in 3.5.

Regarding canceling fast healing and regen: There has to be a way to disable regen because otherwise the creature cannot be killed. That way depends on the monster, though...spoilers: It's acid and fire for trolls.

Silver Crusade

After reading this thread I feel like two things have been overlooked:

1. Yes, the AC-penalty helps with the rogue's 3/4 BAB. But you should note that to apply the penalty you have to hit your enemy first and even then it's only for 1 round - meaning that if you don't have that many attacks and only hit with one sneak attack, by the time your next turn rolls around the penalty is gone. Once you hit with two sneak attacks this changes because every sneak attack (and from how I read it not only the rogue's) prolongs the duration by one round, so from then on it gets useful.

2. Rogues will hate regeneration and fast healing now. ;)

Silver Crusade *

Guys, I'm not saying it's impossible - just that it's not as far-spread and most people are hesitant to get a credit card just because they want to buy PDFs at paizo.com.

Silver Crusade *

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Hi there, me again!

Grandmaster Torch has done some things that has put him on the "Kill on sight"-list of quite a few PCs and has been declared an enemy of the Society. But in scenarios prior to his departure he could be quite important, be it as the faction leader of the Shadow Lodge or as an information broker back when he first showed up.
So...what do you do when it comes to these things?
Granted, in some scenarios he provides merely the background - "Grandmaster Torch gave us informations when the Shadow Lodge reunited with the Society, we have to kill the remaining rogue elements" can be easily changed to "Some of Torch's associates were careless when leaving the Society and we found informations about rogue elements". But in other scenarios Torch is someone the PCs have to bargain with, sometimes he is even the one sending them out to do something for him.

What do you do in situations like these?
Do you simply run as written and say "Yeah, it doesn't make sense, please don't question it!"?
Do you come up with an explanation about how this is all in the past and time is flexible and all that?
Do you substitute him with a no-name information broker?
Do you substitute him with always the same information broker your local PFS group might know for quite some time now?
Do you hope for your players not knowing who Torch is and change nothing?
Or is there even an unofficial consensus on the forums I'm not aware of (like substituting him with a guy named "Burned Spider" or something)?

Let me hear your ideas!

Silver Crusade *

Hi,

quick question: A player of mine chose to play a pregen last Saturday and wants to hold the chronicle sheet for his paladin. Does he immediatly write in the chronicle number (so later his character will have sheets 1-2-3-5-6-7-8-9-10-4) or does he wait with that until the character reaches level 4 (so his character will have sheets 1-2-3-4-5-6-7-8-9-10)?

I couldn't find that information anywhere. I think it should be the former, but I'm unsure.

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