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I have a Sylph Investigator that has credit for scenario 7-99, and thus has the Elemental Awakening Boon. If I play and run a scenario that offers Elemental Affinity Boons, say 8-08, do I attach copies of both chronicle sheets to the chronicle from 7-99 and check off a box or boxes on Elemental Awakening for both sheets attached? I am aware you cannot have credit for the same scenario on the same characters, but in this case it is just for the boon, not credit. Thank you for any insight.
Played this today and enjoyed it. I do have a question about the Kami Reunited boon and taking Tanabaru as a familiar. Can you do so if the PC in question does not have the Tanabaru's respect boon from 6-21? If so does Tanabaru remain a Spirit Oni or does he become a Kami? If he does remain a Spirit Oni how does one take him as a familiar since a Spirit Oni normally requires a Lawful Evil master? Is there a work around for this? Thank you for any clarification.
Thank you for the timely explanation.
"Seeing as how most 1-5 parties won't have access to teleportation magic, all of this background is irrelevant for most GMs." Our party spent the gold given us on a scroll of Dimension Door.
"the wards essentially trigger a teleportation mishap" is a new, here to for unseen mechanic as far as I am aware. Regarding the wards, does that mean that teleportation magic can be used inside the transport safely? Say by a Teleportation school wizard? Or a DD scroll?
As for the desert heat trap, perhaps language should be added regarding Resist Energy, as both GMs I saw running it ruled that it would not help as they had no info otherwise. My confusion did lay in that it was overcoming Endure Elements without doing lethal damage. Another non-RAW mechanic.
Regarding the Desert Heat trap, why doesn't Endure Elements work? Isn't resisting heatstroke exactly what Endure Elements is for? I hope the answer is better than "because". Would Resist Fire work to protect a PC from the trap? I do not like it when writers and devs make up their own mechanics that don't exist any where else in the game, and then don't explain them.
For example "Magical wards inside the transport
Played this today at a table of 7 and had fun again.
The puzzle lock was cracked after a Linguistics check and an intelligent young lady who dedicated herself to solving it. The interrogation chamber took WAY longer than it should have due to bad dice by the party, but proper use of expendables got us and the prisoners through.
As for the escape, it got crushed again. Our group of 7 scored 30 successes. Seems like the mechanic favors a larger group. Group of 7 is 56 potential successes (7x8 rolls) with up to 7 per instance, while a group of 4 is 32 potential successes (4x8 rolls) with up to 4 per instance. Since the Interrogator's forces move at a flat 3 per they are much more likely to catch a smaller group. As there is no 4 player adjustment to the chase unless combat happens, I would suggest that the speed of the forces be adjusted as well. My experiences suggest that the speed should be 4 per at regular, and 3 per with the four player adjustment. If we made it 3/2 instead I would not argue. Of course this is only my humble opinion.
Still a fun scenario with a great world building reveal (Kudos!), but loses a star for wonky mechanics. 3 stars.
Ran this today at Games Plus in Mount Prospect, IL and we had a great time. It was a 6 player party low tier with 2 PCs at 3rd, 3 at 2nd, and 1 at 1st. They owned it, literally, inside and out.
They took the tour with Galvar, switched chaperones with Krima, went back and drugged the stew, took the uniforms, used the replica key despite no one having Disable Device (great use of Luck by the cleric), and found the papers in the office.
They're one mistake involved a linguistics check that was made and found the "six". They that was assumed that was it. Psychic PC dials six and tries the door. Hit from the trap for max damage, staggered Psychic. The party examines the prayer further and find two more of the hidden numbers. They try those three numbers. Trap hits the Barbarian for 7HP. Both saves vs. poison were made. Then they finally find all the numbers and open the Vault. Highly amusing for me!
When reading about Zarta Draleen two players exclaim Holy S#@t!. Well done, that's some damn fine world building.
The central chain trap was set off quickly by the Liberty's Edge Barbarian smashing chains. However one of the wizards casting Grease on the central pillar made it much easier to release the prisoners. Some spiked chain hits were taken, but well placed channels healed the party and the prisoners before they left.
They crushed the chase. Absolutely crushed it! They had the 3 round head start with no killing guards, uniforms, and all prisinors at full HP. Then they scored 25 successes! The interrogator never got close before they reached the boat.
Done in 3.5 hours. Fun, but that chase may be too easy. 4 stars.
My Muse-Touched Aasimar Bard, Don Suavios, uses the Flagbearer feat in conjunction with his dancing Bardic Performance to become the buffing color guard for whatever group he is in. Keep in mind that when you are dancing for buffs, people have to be able to SEE you. Be ready with Light and Daylight.
Whatever you choose, I would recommend playing the module Murder's Mark as early as possible
for a chance to acquire a certain belt.]
I would not allow it. Multiple big stat boosts, DR, SR, +10 to all movement forms, the stackable Death Curse supernatural ability and many powerful SLAs make this a very powerful template. Also you must figure the CR of the creature to calculate it's SR and the CL of it's SLAs. What is the CR of a templeted familiar?
My techie Colt Steel is a Mysterious Stranger Gunslinger1/Churgeon Alchemist4 with the Technologist Feat, max ranks in Disable Device and Know:Engineering,Extracts of Resist Shock,a blunderbuss loaded with adamanitine blanched pellets, and precise, strafing, shock bombs. He witnessed the slaughter of his Kellid tribe by tech monsters and suffered a psychological breakdown. He now thinks he is a chemically enhanced super soldier sent back in time to stop the rise of the machines.
I have a picture of Michael Biehn from FarCry:Blood Dragon as his portrait.
+1 to BNW's advice.
The best thing a player can do to speed up play is PAY ATTENTION! Know what you want to do next, observe what everyone else is doing, and act accordingly. I have very little patience for players who are not looking at the table or are otherwise distracted. As a GM I will put them on delay after 3 minutes or so, unless they are new.
I am running a Urban Barbarian1/Scarred WitchDoctor3/Vivisectionist Alchemist1 in a homegame of Second Darkness. His name is Blot. Blot just spent most of his gold on a Belt of Con +2. With his base Con of 19, the belt, controlled rage, and a mutagen he can get his Con up to 29. I was wondering if anyone could advise me on how to find further bumps to my Con. I know some polymorph school spells grant a size bonus to Con. Does anyone know of other ways to bump up your Con?
The party has taken a captive and wish to teleport away with him. The captive is an unwilling target so teleport will not work. The party wants to know if they can bind the captive, chuck him in their portable hole, and then teleport. I did not have a good answer for that, so I turn to you wise folks of the messageboard. Will this work?
My Taldorian clown, Drake "Duck-Duck" Eider, confuses and amuses all across Golarion.
He is a Urban Barbarian1/Scout Ninja4/Emissary Cavalier1 who wears a Hat of Disguise to have a Duck-Clown suit while he does the chicken dance with his Giant Chicken(AxeBeak with Boon Companion, the Perform Trick, and 1 rank of Perform [Dance]).
He's quite good at killing stuff, but will try to joke his way out of trouble if he gets a chance.
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