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Yes, but for me that was kinda the point of the fight.
Except for the Ranger nobodoy had any ranged weapons, so the fight begun with only the sorcerer and the ranger being able to deal damage and the group had to think fast to even the battlefield. They solved it by retreating deeper into the room to force the creature to land.
And they hit it with a grease. So the bow was gone from round 1. But even if it still had the bow, I'm sure they would've found a solution like using a table as cover.
When they returned to the city they ensured that everybody got a ranged weapon. It was a valuable learning experience ;)
All conditions gained during an adventure, except for permanent negative levels, ability drain that does not reduce an ability score to 0, and conditions that provide no mechanical effect, must be resolved before the end of the session; if these are not resolved the character should be reported as ‘dead.’ Permanent negative levels, ability drain, and non-mechanical conditions being carried over to the next session should be recorded under the Notes section of the Chronicle sheet. An unplayable character should be marked as dead when reporting the session. See additional rules under Dealing with Afflictions in Chapter 7.
I agree that it's not really spelled out that well, but in conjunction with James' quoted section it basically means "You have to resolve everything, though you can do so by waiting."For example, my character contracted a disease. Adventure over --> I had to resolve it. I decided to sit it out, rolled all the days right after one another, took 4 points of ability damage, waited until it was gone, everything was peachy again.
EDIT: Just read something said in this thread: Ability Damage is not a condition.
Just throwing this in for thought:
At some point during the campaign (I think it will be after they defeat Vrood who will have letter from AA) the letter will contain more than just the usual politeness.
The error message goes away once all player numbers are entered. If you want to report a table with less than 6 players you can delete a player slot.
Also: I think you have to decide which character gets the chronicle sheet when you GM the scenario and you just fill in that characters number (so if you want to apply the GM credit to your second character, fill in 123456-2 - well, obviously not 123456 but your real number, but you get the idea.
Personally I like most of the icons.
The Liberty's Edge icon on the other hand...hurts my eyes. MAYBE this only happens because of the colors, but...I like the motif. I don't like the image.
Do I read this right:
Page 12 talks about:
We are down to seven factions. New players might get confused about that.
Recently we ran into the following situation:
The wizard wanted to cast Summon Monster. He uses his full-round action to do so.
What would happen in this case? I can see three different outcomes:
If the spell interferes with you or distracts you in some other way, the DC is the spell's saving throw DC + the level of the spell you're casting.
c) He is stunned and it is an unwritten rule that if you are not able to take any kind of action you lose the spell.
I would say c), but I am not really sure how to justify it rules-wise.
Addendum 1: What would happen with nauseated? Nauseated says that you can't cast or concentrate, so I'd say you lose the spell.
When I play Uori I usually only respond to characters which are in front of him. While a player is speaking I fixate on his mouth and respond only if he looks at me - if he turns away or covers his mouth in some way I ask him to repeat that.
Rule of Fear says the Sczarni rarely harm a person and prefer to teach them "lessons" - lessons like "If a deal seems too good to be true it probably is" or "If you buy a diamond from a fellow on a street you probably won't get your money's worth".
While this might only apply to Ustalav's sczarni, that's how I like to display them - people with no respect for the law who like to exploit the dupability of others, but usually not violent or mean-spirited or even evil. Which slaughtering a whole village would be.
The Aspis on the other hand - I could see them do it, but not just because they want money out of them. But it's something they might do if the stakes are really high - maybe a farmer found a very powerful artifact and they don't want anyone to know so they let his whole family "disappear". Though things like this should be very, very rare.
But most of their gear is half weight. Weapons, armor etc. Since pfs lets you handwave found loot, small characters actually have more carrying capacity than medium ones.
Of course. But you have other useful items which do not vary in weight, and they tend to add up. Torches, sunrods, Alchemist's fires, a grappling hook, a rope...
I always took it as the paladin having to focus on his target. Not really a component, but he has to concentrate on it and thus drops his defenses, allowing hits that normally wouldn't connect to actually have chance to do so (read: AoO). I also assumed the paladin had to "stare" at his target - and if the paladin is not one of the really obvious types his party could distract the person so nobody would notice.
Chris O'Reilly wrote:
I did not forget this, I never knew this.The spell does not note that this is the case, neither does the paladin's class feature.
The spell tells you about "Number of evil auras (creatures, objects, or spells) in the area and the power of the most potent evil aura present." - so as long as this creature isn't evil, a mere thought would not set off a Detect Evil.
It's not a mindreading spell.
Thus: It detects as evil -> Smite Works.
There's just one problem.
This is one of the two core problems (not counting the meta "Your choices did not change that much") of the scenario.
I guess so, but everyone else was doing it in this thread, so I chose to follow. ;)
Yes, they pretty much read the initial letter and chose to only remember the "Find the missing persons" part of it. Personally, antagonizing as they were I really considered just dropping this part and adding a really pissed of VC at the end of the scenario.
So, I ran this a few days ago and a situation came up I wasn't sure how to handle...
First off: Two characters absolutely hated Passad and the dwarves. The ranger went so far as to shove the drake's corpse into Passad's face when he wanted to congratulate them. They saw them as useless NPCs and were annoyed that they wouldn't really help them, not accompany them to the inn and so on.
I made it clear to them that they had the same destination, but were not part of their rescue team, but that did not really change their opinion. (After the game 3/5 of the group told me they didn't really had a problem with them, but the two ladies of the group kinda burned all bridges with Passad so I ruled that he didn't even offer a collaboration and didn't hand out his potion - after all, when he wanted to he had a face full of dead drake). But that's just a side note.
Secondary Success Conditions
The difficult portion came when they fled the inn. See, the dwarf told them not to stir up unwanted combat - which they took as "Don't kill anybody". So they slumbered the guards in the yard, took the BBEG hostage and fled the country.
Now, the scenario says they have to prevent the Holy Ahendile from reporting to her superiors. They released her when they left the country. I ruled that she would be able to report the incident and thus the group missed the second prestige point (they failed big time in fooling the sisters).
While I saw Mike's post, the example was picked poorly.
Does everyone get a free faction change or just affected factions?
My wizard, for example, despises Cheliax, but would fit pretty good into the Dark Archive - so if I play him now as a Grand Lodge member [which I just chose because it came closest to what I had in mind], would he be forced to pay prestige points to switch to the Dark Archive?
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!