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I think Beckett's point was that theoretically an oracle could run around claming to be a cleric of Aroden. If someone doubts it it could just whip out some devine spells and say "See? Aroden granted me my spells!"
Doesn't really change the basic rule, however. Clerics, inquisitors, paladins etc. have to have a deity in Golarion. And since PFS takes place on Golarion (or at least all PCs live there)...
If you don't want to get spoiled, you should maybe not ask a question in a thread clearly marked with "[SPOILER]" and shutdown all potential spoilery discussions between GMs in the thread but instead make a new thread.
That said, my group was adamant in telling Shaine about the book, but the one most vocal about not hiding it (Liberty's Edge IIRC) was also the one who in the end managed to help the DA players fulfill their goal by arguing on their behalf.
By adding ghost touch to their weapon they'll screw themselves over massively in every other department. Ghost touch isn't a flat "+x gp" amount, it raises the bonus by one. Meaning the next enchantment will be even more expensive. Spoiler for books 2 and 3 about the incorporeals:
One little group of encounters in book 2 and one encounter (two if they are murderhobos) in book 3
That does not justify a full ghost touch approach in my opinion. My group solved it by liberal use of magic weapons and cure X wounds spells. You don't have to be equipped to deal with everything perfectly, just to deal with it.
The minotaur in question just happend to pass one of his weapon caches on the way to the battle to substitute his lost weapons. He's crazy prepared.
(Of course I'm making that up, but this is totally how it could've happened!)
Finally GMed it and loved it.
Some suggestions for future GMs:
Also: Mistress Koi is a blast to roleplay. It went like this:
They did the deal once more after that.
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.
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!
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!
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.
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.
They have been used to summon the owl and the albatross (#1) and the worm and the bird (#2).
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.
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.
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.
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...
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!
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)?
Linda Zayas-Palmer wrote:
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.
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!"
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.
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.
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.
I have been playing with my little brother for quite a while now, never been a problem.
But problems with family...nah.
I like to think of a raging barbarian as similar to the hulk in full-on battle mode.
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.
The weapon enchantment agile says this:
The bold sentence is missing from the similarly worded:
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.
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.
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.
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.
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.
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.
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.
Paranoia. We were 3 groups and 3 GMs - one group was security level green (my group), one group was red and one was blue.
The GM stares at me.
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!)
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...
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.
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.
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.
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.
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.
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.
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).
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..."
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.