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check out hero points.
This. I used them from the very beginning in the Carrion Crown and they lead to me not holding back in the slightest. I have no worries about any accidents because I know that they can just throw out two hero points and survive, no matter what.Of course, some players use their hero points to boost their abilities in other ways - but that's their business. If I kill them, I know they could've saved the hero points to prevent it.
Method 2: I keep on hitting the paladin. He can take it. ;)
while it is common knowledge in these messageboards that everyone can "buy" spells between scenarios by paying half the scribing costs (as stated in the FAQ), many other players don't.
Part of this might be the wording in the FAQ - in January 2013 Mike said he wanted to delete the word "Rare", but I guess he just forgot because he was away from the office for a week.
Also, I was under the impression that this FAQ entry overruled the usual "PCs may not take gold off each other" rule.
So, can we have this change now? Something a little clearer like "In the instance of a NPC wizard charging a fee for the privilege of copying spells from their spellbooks, this fee is equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells do not change the fee in PFS.
I'm unsure about the last sentence, but I would welcome turning this into a real clarification and not just a something people on these boards can refer to as their secret knowledge. ;)
(How can I make sure the right person [Mike Brock, for example] sees this post? Hitting the FAQ button?)
Well...wait for them to loot it. If they loot it: Great, they got money and the Count cannot do anything against it because he does not want to go to the authorities ("Officers! These guys stole all my stuff while rescuing me from my own creations which I created from the dead!").
The dagger overcomes DR/Silver because its enhancement bonus against shapechangers is +3.
Also: I just upped the rewards for the players. Introduced a few more magic items in the Schloss which the count allowed them to keep, since he can't make use of them anymore (a headband of alluring charisma +2 he used in an experiment to give another golem a personality, an old handy haversack he used for hiking...) and all that.
Of course it would be rude of the party to loot the place, but that's not the point. There ARE parties which are evil or at least not really good. They could be like "We want to save the beaste because it seems nice, but f*ck this guy and his home full of abominations against Pharasma!"
Rule of Thumb: Read the Pathfinder Society Guide to Organized play. As a player of PFS I suppose you are familiar with it.
Another thing: depending on your GM he might be willing to let you take options prohibited in PFS like item creation feats or playing a goblin. Though most sane GMs still wouldn't allow the latter. ;)
I'll go for neither. While I did not play THAT many missions as a player, I really liked the old way of doing things. BUT. Some of the missions felt really, really forced.
All in all there are 20^2 ways of 2d20 to fall.
So we have got 400 possible results.
Now, what is the system behind this?
Now we just have to add:
So your average result is 13.825.
(If you only pick the lower number you can just turn around one of the tables - the result is then 7.175)
EDIT: MagusJanus, you sneaky editing son of an orc! ;)
First Bestiary because while the others are nice, the first one just has all the classics. I rarely see a monster in the B2-B4 and think to myself "Well, I would've been really sad to not have stats for this little fellow!"
Favorite monster: I like undead. Like, a lot. Just straight up "These guys are bad, smash 'em!" - so I think I will go with the Skeletal Champion. Lots of ways to use them.
Also: Wrong forum, Gamer Talk or Pathfinder General might be more appropriate. ;)
Patrick F wrote:
That's not at all what is meant. It's not a "The tactic says the NPC is sitting at his desk, but because this is ineffective, he will be standing in the middle of the room."The important thing is "IF THE ACTIONS OF THE PCS" invalidate the encounter. So if they for example threw a bomb into his office beforehand he would know they are coming and not sit at his desk.
You should not rewrite the tactic as you see fit just because it's ineffective.
If they are still level 1 they will get their asses kicked and might see pretty soon that it would be a really bad idea to enter the Castle again without preparation.
I had a paladin in my group and thus had the opportunity to use the law against them: Because of the history and the dangers coming from the castle it's strictly forbidden to enter the premises. The people fear that might stir up trouble. They ran with it (partly because they did not know where the professor died exactly) and were only interested to enter the castle when more serious things started to happen.
And by that time they had pretty much taken over the town and organized a militia to defend it, so everybody listened to them anyway and nobody argued when they went to the Castle to stop the madness.
It should be noted that you posted the Pathfinder Society subforum. If this was a deliberate choice and you are indeed interested in playing PFS: Welcome! Grab a seat, whip out your dice and let's roll!
If, however, you just want to play Pathfinder with a bunch of friends, maybe a module or an AP, free of the limitations of PFS, you might get confused by the rules especially in place for PFS which differ from "normal" play.
Why exactly would a monk want to use Brass Knuckles anyway? To add material effects like silver or cold iron to his attacks? He can use his unarmed attacks while wearing them if he chooses to attack with his feet, knees, ellbows and alike.
Also I do not understand how a player is supposed to react to something like this. He must bring the source of his equipment. He has to use the rulings made in this source because otherwise the whole idea behind providing proof would be moot.
Also: How did the AA change brass knuckles? My (German) version of the book still has the line about unarmed damage.
Pathfinders are expected to fulfill the mission with their own gold if necessary. They don't get weapons for free and are still expected to fight, they don't get potions for free and are still expected to heal themselves, they don't get money for bribing and are still expected to finish the mission even if they have to resort to pay bribes.
I'm with Andrew on this one - if a party refuses to acknowledge failure and take the bitter pill of paying the bribes, they will just fail the scenario.
Is that so? I always assumed you had to purchase those vanities only if you actually wanted something out of it. For example it's perfectly reasonable to have rich parents - but you may not select the trait. It's only fluff.
Also: I think you can handwave it by saying that every Pathfinder can stay at the Grand Lodge in Absalom if they want.
You are right, I forgot about one group of werewolves. So there are seven wolves plus their pack leaders.
Okay, another one!
1) We have established that prophecies are dead, dead, dead. "A band of four will gather and slay the red dragon of Black Mountain when the red moon's light falls on the oldest tree's last leaf" might result in a glorious victory or in a feast for the dragon, right?
2) You also said that some forms of divination are unaffected by this. Augury and Divination obviously work. So do Harrow Cards, so instead of the prophecy up there a fortune teller might read the cards and say something along the lines of "I see fire in your future, lots of fire, on big wings...it brings death, but to whom I cannot tell" - is this also correct?
3) What about god-given prohpecies? One Module features a vision about what will happen to the characters in the course of their adventures, and it's pretty clear about it. Doesn't that break the whole "There is no prophecy anywhere because PCs break them anyway"-rule? It seems odd to me that (relatively vague) prophecies are blocked, but very clear visions are still good to go. Or is this a case of "Mortals cannot see the future, gods can to an extend?"
The module in question is Broken Moon.
I'm sorry for the vague thread title, but I figured that what I am about to discuss might be too big of a spoiler to be named in plain sight.
The battle I want to spice up is the one at the Stairs of the Moon. Let's have a look at the situation.
The primals don't want to let anybody get in or out of the clearing. Okay, fair enough - I can see them just go "Eh" as soon as the PCs who broke through their defenses are getting shot at - let their enemies kill each other, who cares.
The weirdness starts when the PCs enter the temple. The Mordrinacht have orders to prevent someone from entering the temple and...when somebody does they just figure the monster inside will kill them. Hu? Okay, maybe these wolves are extremly lazy.
And then the PCs emerge, slaughter the three guards on top of the temple and march upwards to kill the pack leaders. And nobody seems to care.
As soon as their leaders are dead it is mentioned that they start fighting each other for the position, so obviously some of them are still around. And did what, just watching their chiefs getting killed? Nothing about werewolves indicated that they would do such a thing - if you want to be leader you fight the leader or wait for his death, but up until this point you are under his command and will help him. Even if you take into account that there are likely fights elsewhere in the forest - Broken Moon mentions multiple times that the Mordrinacht defend the temple and the Primals laid siege to the temple, basically.
So what is it? Arrogance? "Well, our boss will kill these guys swiftly and without a problem" stops working once the party (of 6 people) dispatches of the guards without any problems.
No way how I twist and turn it, it just seems weird.
Suggestions are appreciated!
Mister Game Person Fellow wrote:
I thought about the very same problem and came to a very simple conclusion:Feather Token - Bird. The price is a joke for a man in his position (300 gp) and it creates this nice little "Suddenly a bird lands in front of you, a letter attached to its claw. Before you can react the it turns into a feather, leaving only the letter behind."-effect.
James Jacobs wrote:
Which of course means that there very well might be a king who murdered his party members to claim the title for himself, telling stories about his lonely fight against the linnorm...that's an awesome plot hook.Thanks!
Alright, time to dig up an old question and ask a new one!
1. About a year ago someone asked about the Linnorm Kings. The question was whether you have to kill a Linnorm on your own to qualify or if you're allowed to gather a hunting party or something alike. Understandably, you referred to the Campaign Setting book about the Lands in question; however, I didn't find anything concerning this special issue. From what I read between the lines I concluded that it doesn't "count" if a band of heroes sets out to slay a Linnorm. Does this indeed mean that the king has to live through the battle all by himself with nobody to interfere before the battle is over?
2. How do you describe a rogue disabling a magic trap in your games? While I can think of lots of ways to describe the disabling of mechanical traps (blocking mechanisms, snapping wires...) I cannot think of good ways to disable a trap with a trigger like alarm.
Also, take this Godzilla-sized muffin, baked in the forges of Five Kings Mountains, as an offering, o mighty one!
Resurrecting this thread because I myself was wondering this for a long time and finally found an answer - so maybe someone who wonders the same might have the satisfaction of knowing.
The answer is buried in the Broken Moon-AP. Not in the adventure itself, mind you, but in the text about lycanthropes. I cannot quote it since I only own the German version, but the core of it is this:
The curse is only really active while the lycanthrope is in a changed form, the rest of the time it lies dormant. So you cannot go to a cleric and let him cast "Remove Curse" in human form - you have to actually change into hybrid form for that to work.
Greetings fellow Pathfinders,
first off, I am aware that there already is a discussion thread for The Frostfur Captives. It was created back when the scenario came out and you can find it here:
Now, first off: I know that I am not allowed to change any mechanics in a scenario. I may not change a troll to a troglodyte because I see it as a better fit or move a scenario from Mwangi to Ustalav just because I like.
Now! While the scenario still reads like a fun ride two things are just off.
First problem: The scenario basically starts by saying "Please get to the place where the mission takes place as soon as possible. You will have a few days when you get there. Take the next available ship, you will be there in a few months."
Second problem: The mission is "The Shadow Lodge rejoined the society. We have to deal with the renegade cells. Torch told us how to gain information about this one cell, please do it." As we all know, the Shadow Lodge left the society again, so...little problem here?
The solutions I can see for the first problem are these:
Second problem: It wasn't Torch who provided the info but a captured member of the Shadow Lodge.
Or maybe a traitor.
Or it all happened before the Shadow Lodge left - the group I inted to play it hasn't played any scenario where the leaving of the Shadow Lodge played any role at all, so acting as if it was still part of the society might work, but confuse the players.
Any input would be appreciated!
Told me that me doing my character sheets by hand was unfair because it gave me more knowledge on how to build a character because i had to read the books instead of point and click a character like everyone else.
So basically he says it's unfair if you bother to learn the rules because it gives you an advantage?
Ranger (because it's always her): I want to roll Perception!
This occurs about once or twice every session.
my group is heading straight for the Schloss and I found a couple of things that bugged me greatly. I hope you might help me out here.
1. How did the Promethean get from L2 up to L3? This thing is huge (literally, that's his size), so how can he possibly fit through a 5 feet wide staircase?
2. L2 is described as a prison. Fine. But how exactly did he hold him captive there? There are no prison bars mentioned anywhere. While the way down is blocked by the adamantine trap door, the way up seems open (well, it's too small, but if that was the only measure point 1 is an even bigger problem). I assume adding bars isn't too much of a problem, but still - it's irritating.
3. The tower is too small for the fight. If I put the Promethean on top of the tower the group will have trouble standing up there. The beast won't be able to fit at all. I mean sure, it should be cramped, but that's just ridiculous.
My solutions are as follows:
What did you do? Any suggestions or critique on mine?
Typical. As soon as someone posts a conclusion to a thread there are popping up answers to the initial question which has long been answered...*grins*
Taku Ooka: I have to disagree with you. While a paladin may choose to focus on melee I do think he should have options for enemies he can't reach. Either he works out how to reach them (which may be impossible without the aid of a fly-spell or alike) or he will just be a second class supporter for that combat. Also no, the flying enemy uses a bow as his primary weapon.
Victor: If I told her "just assume infinite arrows" she would be pretty sad. For some reason that's one of the things she loves to do, crossing off arrows, trails, rolling for missed arrows etc. Who am I to rob her of her hobby to do this? ;)
Cyrad: You are the third or fourth person to point out how identifying works ;) And I will just say two little things I did not say already:
In case you are still interested in this old thread I think it's only fair I tell you how it all played out.
Again, thank you all very much for your help.
(Note on the side: We decided to just ignore different sizes on arrows to spare us the headache. It just seems like it's not worth it, honestly - based on logic her quiver had to be small as well then, and found magic items should be small as well etc. pp. No, not getting into THAT discussion! ;) )
Level 1 Commoner wrote:
It still played out rather well for your group, but doesn't Embermaw have a reset timer of 24 hours? Otherwise my group would have lost at least 2 people in Harrowstone.
I think the reset timer only comes into play if they destroyed the haunt. It's more or less a "respawn timer". They did not destroy him, the only fled --> haunt is still active --> FIERY DEATH!
...the VC from another town is here to judge his Fifth-Star-game. You already think you're in for a treat* when you overhear him apologizing repeatedly to another player because he already judged a game the day before and produced the first TPK ever in this city.
*It WAS a great deal of fun and not nearly as deadly as I anticipated.
I will now proceed to shamelessly push this thread back to the top.
I used the IdiotDogBrains suggestion for the hook-clawed robot and it turned out great.
All in all I'm really, really happy I stumbled upon this thread and wanted to raise it back up to show it to some newcomers! ;)
can a normal human/goblin/orc/whatever notice magic?
If one abjuration spell is active within 10 feet of another for 24 hours or more, the magical fields interfere with each other and create barely visible energy fluctuations. The DC to find such spells with the Perception skill drops by 4.
This suggests that visible fluctuations are not the "normal" state. I assume that the "DC to find such spells" focuses on stuff like glyphs and magic traps since I cannot find "normal" way of percepting magic.
But this raises the question: If a normal person cannot "see" magic, how can they detect a magic trap? What is the difference between "I guarded this area with an alarm spell" and "I guarded this area with an alarm spell and if it goes off, a fireball explodes"? What makes the latter of the two detectable without detect magic and how do I detect it? Is it a hunch? A flirring in the air? A little shining line on the ground which mysteriously goes dark when I can't see (since darkness still imposes huge penalties to perception)? Is it a faint buzzing? Or just whatever the heck I want it to be?
Also: I suppose that when a character manages to roll a high enough perception check to notice a trap he notices that, well, it's a trap and not just some undefined magic effect, right? How does he know? How can I describe that feeling instead of saying "Yup, you're seeing a magic trap alright. Though of course you don't see the magic itself. Just that it's a magic trap. Because reasons."?
If I sat down at a table I really wouldn't know that I'm in for a treat, but rather I'd be very concerned. Playing without a map can go horribly wrong in combats when people assume different things. A Tier 1-5 scenario with nothing but wizards can be deadly as hell (not to talk about a Tier 3-7 with nothing but fighters) and the pre-gen thing sounds like a GM who creates his own pre-gens. Which is illegal if they're not level 1.
Maybe you just left out some details, but I really wouldn't know I'm in for a treat. I'd be very, very worried.
I think I will give them the Spellcraft roll, this seems like a good idea. Knowledge Checks are pretty much the first reflex of the group, though I don't think anybody but the bard (who will not be present) has Knowledge: Planes.
I'm not TOO concerned about them dying since all of them still have 2 hero points - if they 'die' they can just pay 2 hero points, get knocked into the water and get washed ashore a few hundred feet down the river.
So yeah, maybe "slaugter" was too strong of a word. I will play nice and everything will work out, especially since the sorcerer just gave his character sheet to the cleric (a rule in my group: If you're not present and name a substitute, he may control your character as if it was his own). So they won't be TOO much at a disadvantage.
Thanks again for all your input, I really appreciate it.
My plan on bringing her in contact with the group will be a guard that managed to flee the massacre at Schloss Caromarc by falling into the river. He survived, but was wounded and lost when the druid found him. She will find him, hear his story and then now where she has to go next when she wants to find the cultists who almost doomed a whole village "by accident".
I am also considering adding a little side quest before they enter the Schloss itself, maybe escorting the wounded guard to the city or something alike. Maybe a random encounter or two. Not for a reason within the story but more because I'm a little bit scared that the next few encounters are going to outright SLAUGHTER them - instead of the usual 5 players there are only 4 present, one of which is the druid who has only two PFS scenarios with a level 1 character under her belt. Throwing the air elemental at 3 players + a newbie might be asking for trouble.
Thornborn: While I really like the idea (and I do! I think its a great and funny idea) it still feels like "Here is a new PC, deal with it and find a reason she wants to be with you."
wxcougar: I think her living nearby (or just passing by close and being curious enough to stick around for a while) could work. I don't want her to be tied up somewhere in the Schloss because it raises the question where her wolf (or whatever animal companion she chooses) was during this time (though it might have wandered off or was thrown into the river and survived) and of course why she of all people was spared by the cultists.
I have found a few threads discussing the addition of new characters or the replacement of dead ones, but I didn't really want to hijack another thread, especially not one several years old - people tend to only read the first few posts and missing the timestamp.
Again: TotB spoilers are ahead!
The situation is as follows: My group just reached Schloss Caromarc and killed all the trolls but did not yet manage to enter the building itself. Since it has gotten late they decided to rest and continue their efforts next time.
The only halfway decent idea I have is to retcon her in somehwere, but I'm not sure where. I could just say that she travelled with the Crooked Kin and followed them out of curiousity, but this pretty much forces the character into this role - though it might not be too far off if she decides to be a gnome.
So, can you help me with some suggestions? Order of the Peebrain Eye? Crooked Kin? Maybe something to do with Vorkstag who escaped them and followed them to take revenge? I'd appreciate it!
I'm not sure if we are talking about different things when talking about formatting.
There is a format, of course, and it's quite easy to read it, too. What is different from the "normal" format is that there's a blank line after every line (which is something easily fixable) and the loss of the lines around Defense, Offense, Statistics etc.
These are the ones I'd really like to preserver.
Also apologies when I don't answer to this thread in the next few days as I will be without a computer.
while preparing a game recently I ran into a little problem.
Well, to make it short: The layout did not survive copying it. It doesn't look HORRIBLE, no, but it basically loses every resemblance to the "iconic" statblocks.
Now, as linked above there seems to be a way to create statblocks looking like statblocks.
Help would be appreciated!
You have to burn them along with your character sheet to please the dice gods, of course!
Seriously: The character is dead. The chronicle sheets were attributed to him and cannot be transfered to another character. You cannot replay a scenario (Tier 1-2 excluded), so the only way to regain those exact chronicle sheets is GMing the scenario yourself (once).