Patrick Harris @ MU wrote:
Actually, the opposite. It was clear there was NO guarantee that the races and classes auctioned off at Gencon would be exclusive at all. Any of them could be opened up later either for free or with another boon from any source.
As a winner of one of the PrC ones, I would not feel slighted at all if they decided to open up my PrC to everyone else. It was for charity guys.
I have no idea what the Shard of Lust does, but just with the name, my Katisha PC has to get one. After all, she got Dance of Kindled Desires just for the name!
If you don't mind the (super minor) spoilers, Archives of Nethys has the item description. The only change for PFS is you have to pick one of the three benefits instead of getting all three.
Steve Derouin wrote:
in the podcast Jason said that he wanted the new classes to count as their base classes for feats, is this true does a Warpriest count as both a fighter and a cleric for feats?
At this point in time, only the ones specified count. So Brawlers count as Fighters and Monk; Swashbucklers count as fighters for bonus feats, and so on. AFAIK, Warpriest doesnt have that distinction.
By the book, NPCs just don't usually get starting traits. But there is no exclusion on the feat "Extra Traits" at all. So it is a legal choice. An Eidolon could take it, Animal Companions, Cohorts (for homegames with Leadership, not PFS of course) and so forth.
I actually also have a mount (paladin bonded mount) that was adopted via extra traits. I actually think it's a bit silly, but I justified it in-game because it was a "new" mount after my previous one died.
Vincent Colon-Roine wrote:
isn't the halfling lucky saves a luck bonus? so a halfling with fate's favored just gets an automatic +2 to saves instead of +1? bajezuz.
Nah, they are racial bonuses.
BUT, a half-orc with the sacred tattoo racial trait DOES get a +1 luck bonus to all saves. Or a halfing with the adaptable luck trait (and its booster feats).
The combo has been explored many other places. Your main boosters:
Half-orc Sacred Tatoo (+1 all saves)
I'm sure there are others.
My bloatmage has the Shard of Lust. I went the NPC vanity route as well. Honestly, I think any GM requiring me to find another NPC or PC outside my porter is just asking for trouble. I think a vanity NPC is the most elegant and easy solution.
Porter + rope trick = PROFIT!
Sitri and Mark, if porter is "not acceptable", what is your suggestion when I sit down at a table with a 10 yr old?
Jason Hanlon wrote:
I can't help with the second problem.
For the first one, I basically came up with a personality for the basic NPCs that the party interacts with most regularly. The Baroness, her child, the inkeeper. For the rest of the town, I let the players know some of the mechanical facts of quests. They know there is a quest to befriend a family, a faction, etc... They know there are three factions in town. I basically use the table in the gazetteer section to keep track, and one of the players is basically building the table from scratch by himself for the player's point of view.
From there, the party naturally gravitated towards certain NPCs over another. One of them is a half-orc, so when they were looking for a smithy (to get some MWK weapons and armor) they went for the half orc guy instead of the human. I make up some minor personality quirks on the fly for those npcs. The table in the Gazetteer also has suggestions for that.
Whenever they go into a store, I try to put in one other townsfolk they haven't met in there as a customer, so that he can introduce themselves and let them know where he is. Help them "fill in that table". Also makes the town feel more alive.
That said, I doubt that they will ever meet everyone. We are getting ready to go into the auction, and they have met maybe 1/4 to 1/3 of the total population of the town.
I hope they come out with more MAXI-Modules like Dragon's Demand, as I like the freedom to be able to play any Race and/or Class desired. I think most players do also...
Well, looks like all the modules scheduled to come out follow the larger format that Dragon's Demand does, so soon you will have more to choose from.
Don't forget all the sanctioned APs can also be run in home game mode.
Dain Nielsen wrote:
Why this weekend a bunch of the GMs will be playing Eyes of Ten at an undisclosed location (it's all so we can run the Seeker Arc for folks when they get a PC to 12th level ... really ... we're selfless like that ... OK, not selfless, but we really really really wanted to play this run of scenarios as a group). That said, folks who are close to 12th level will have a bunch of opportunities due to 6 GMs going through it locally.
Mike Tuholski wrote:
I would wager the more likely reason is that in the past, they have made a race boon legal (like... the one catfolk one) before updating additional resources first, and then the people who got that boon start asking "when is AR getting updated so we can use XXX from the ARG on this new cool boon I got". Since AR updates typically happen only once a month, my guess is this was done preemptively to avoid that in the future.
This way, once they are opened up (whenever that is), people earning those boons can just go ahead and play them without having to wait for AR updates.
I'm pretty sure con season for '13-'14 will be elemental races.
I wouldn't have a problem with that! But my guess is the clamoring for more replayable level 1 content was a factor. Also, Im pretty sure level 3's would destroy this dungeon.
The Morphling wrote:
If you want an Exotic Mount, there is a scenario that gives an Axe Beak as a mount, adding it to the list of legal choices for any character. If you're lucky enough to play this scenario, you can get this very unique companion as a powerful LARGE mount suitable for medium characters.
"powerful" is actually very subjective... Axebeaks are decent replacements for horses, depending on what you want your mount to do and be.
Also, they are also medium until 4th level, as a note.
Exactly. A wight vs. level 1 PCs is never appropriate and cannot be justified. Factor in the consideration that "level 1" often means "brand-new player who's never tried Pathfinder before," and it becomes even more inexcusable. The writer of this module should be flogged.
Once again, this is NOT an adventure written for PFS. In a homegame setting, the GM can pick and choose to edit if he thinks the PCs cant handle something. By sanctioning this in PFS, we dont have that luxury. But, we kept clamoring to sanction more and more content, so there you have it. Emerald Spire is coming this summer, btw.
Richard Baker, the author, is actually a very experienced RPG writer. Honestly, the best course of action is to leave a review of the module at the product page. End of the day, the CR system is not perfect. If you toss one of these guys to a party of 4 level 4 characters, they will prolly all die. Even though it is CR appropriate.
Finally, this is not the only sanctioned module that is "hard". Crypt of the Everflame also has stories of many deaths. Sanctioned 1-2 modules may not be for you in PFS play then.
Once you're about 4-5 you can take off kiddy gloves, but with the lowbies you have to be very, very careful to not make it very likely they will die on their first out.
I would agree if this was a PFS scenario, but it's not. It's a module that was just adapted. Module writers don't always have to make the same considerations.
Also, I know of x3 crit baddies in SEVERAL PFS level 1-2 adventures :P And I know of a single x4 one.
The monsters are CR 3; they clearly have no place in a level 1 module, period.
CR3 is APL+2 for a party of level 1s which is rated as "hard" encounter, but far from "epic". Also note that this is not a level 1 module, it is a level 1-2 module (expected APL 1.5ish)
First-time characters don't HAVE wands; they don't have magic weapons; they don't have Lesser Restoration scrolls; they don't have alchemist's fire, or holy water, or tanglefoot bags. And throwing monsters at them that have the effect "one touch = instant death, no save" is not instructive of anything, except "don't play this insane game."
I'm sorry, but I disagree. MANY level 1 brand new characters have alchemist's fire, acid (more common), or holy water. Many have scrolls of CLW, which is an alternative to wands.
This adventure also has a town right outside, so people can go back and rest pretty much anytime.
Also, running a way is always an option. Like when someone gets the Religion check to know what a Wight is and what it can do.
The Masked Ferret wrote:
It would work if the Wizard scribed the spell first and then the witch learned it from him. The wizard cannot learn the spell if the witch learns the spell first.
Nope. Witch is witch-witch only. Maybe you are thinking of alchemist, which is one way (wizard->alch but not alch->wizard).
familiars can learn spells from scrolls but not spellbooks.
Tony Lindman wrote:
It is my understanging that the officially posted revisions are considered part of "the playtest document". This does mean that you could find a character requiring changes through the course of the playtest (such as happened with Arcanist).
This. You are actually expected to keep track of all official changes to your playtest classes.
Looks like Paizo is going to do major updates on the playtest on Tuesdays, so you should keep an eye out then.
We had another great table of this today.
One player's comment that made me giggle (paraphrased):
"You know, the only problem with this scenario is that it gives you a 100% false impression about what the Pathfinder Society really does for you in adventures later. Sending actual useful NPCs with you? Meeting NPCs that you can talk to and NOT betray you later? The Society providing actual useful gear for the field agents (Janira's backpack)? Fights to run away from? What is all this? We never do any of the above in any other mission."
This was of course half in jest, from one of the guys in the region who has played 97% of all scenarios available. (But it was funny because it's true...)
I mean, it's kinda true. Osprey is famous here for sending us into missions across the globe and not willing to pay for a stupid teleport.
So just had 3 tables of this at our Black Friday Not-a-Con. We had about 50/50 split between new players and old players:
Table 1 (mine) - They ran from the minotaur into the cave, did not befriend the oracle, got the kobolds and the amoebas, and got out to fight the minotaur. All went pretty well, and although it downed Janira and the fighter, they lived. Then they went back inside the caves to clear the other side and went back home. Very well.
Table 2 - similar to above. Did not catch what monsters they fought.
Table 3 - Hilarity in the final fight VS the minotaur when it decided to charge Janira.... and critted with the gore attack. Janira became its headdress for the rest of the fight. Sadly no boon for them.
General feelings: Awesome mod for new players. Really conveys good ideas to new pathfinders. Good stuff.
Not as easy mod for new GMs however. I would not give this scenario for a new GM to run, I would rather stick to First Steps for them. Lots of things to track (treasure found, blessings in the cave that are "active", whether people have played it versus not played it...), large amount of pawns/minis to have everything, uses best. 4 and its not in the PRD...
So only small qualm is on the GM perspective as an organizer. Player's perspective, GREAT. The GM side is easily avoidable by having organizers know not to give this to fresh green GMs.
I know this is unlikely to get answered by tomorrow but:
How is the gold distribution handled in a mixed party of level 1s and twos? Going by the RAW of the guide:
Party playing the 1 subtier, the level 2 characters get the average of subtier 1 and 2 gold?
Or is there no OOT gold at all, since it's not listed on the chronicle like other season 5 scenarios? (I have a feeling this was the intention)
Eric Clingenpeel wrote:
Carlos, a broken weapon has -2 attack, -2 damage, and only crits on 20/x2 , which is why it might looks like he's not wielding it two handed. So you might want to fix your stats.
Ah, actually that explains the stats. He actually is two handing the battleaxe (+6 STR x 1.5) but the -2 is from broken. Hence the +4.
I fixed his stats already and re-uploaded, used this chance to go ahead and add in a player handout that contains a checklist with everything in Janira's backpack. This way I can just give it to the PCs if/when they run away.
Andrei Buters wrote:
For this one I also made a treasure checklist, to help GMs keep track of what the party finds so they can mark them on or off the chronicle sheets. There are quite a few things scattered everywhere.
PHEW, thats a lot of statblocks!
PDF of stat blocks with templates being uploaded to shared drive now...
Will report back on Friday with tales of it's running. (3 tables scheduled now!)
Edit: So that minotaur at the end doesn't know how to wield his broken battleaxe two-handed?
Joshua Goudreau wrote:
This is all correct. The only (minor) difference between DD and sanctioned APs is that for APs you get a chronicle sheet after every book's sanctioned portion, while for DD you get all 4 sheets after you complete the whole book in campaign mode.
The Morphling wrote:
We actually started just this yesterday. I am running the following lot though DD Homegame Mode:
I let them play a lot of the ARG races, but this is what they decided on.
Steve Shippy aka Beerwolf wrote:
I disagree that this would be a good idea.
First, we still dont have iconics for APG, and UM classes.
Second, this is the ADVANCED Class Guide. A pregen's #1 customer is new players. I seriously do not want a new player showing up to my table saying they just downloaded these and it looked cool, so he printed it and brought it.
Third, part of the playtest is tot est differnt builds and different ideas on how these classes can work. If they suddenly get a lot of data from a lot of people using the exact same build, it may skew their feedback.
Ok so here is some feedback after my game tonight.
I decided to take my PFS Ifrit out for a spin, using swashbuckler. I had GM credit up to level 3.
Built him with 17 DEX, 16 CHA. 13 STR and 12 CON, trying to keep it balanced for PFS. mithral chain shirt and rapier style, his two feats being Combat Reflexes and Weapon Focus (rapier) to try and maximize parries.
Overall: Loved the flavor of the class. I had a lot of fun with the roleplay, and used Intimidate more than any of my other characters. Very awesome in that regard. I really want to play him again some more to get more reactions and a better feel for the class.
What I hated: OMG, panache is seriously limiting. All the cool stuff that my class wants to give me seems seriously limited. At 16 CHA that is only 3 panache, but it's really more like 2 because you always want to save at least 1 for Precise Strike. So, a single parry-riposte and you are totally out of panache until you crit or down someone. We played a whole scenario (about 4 encounters) and I was only able to regain 1 panache during the whole session, by downing someone. Never critted once, not even a threat, with a 18-20 weapon. But that is part of the luck of the dice.
Suggestions: I was fine with getting pseudo-finesse. Not having power attack/piranha strike or using STR for damage also felt fine. With Precise Strike I was dealing 1d6+4 damage without trouble, on every hit. And with weapon focus, no minuses due to power/piranha strike and setting up flanks I was hitting quite often. Just never rolled that 18-20.
That said, unlike the deeds for the gunslinger, the deeds for the Swashbuckler really feel like the bread and butter of the class (while for the gunslinger they are more like bonuses, and reactionary). The gunslingers' main use of grit is reactive: doing something after it happens. The Swashbuckler's deeds however, are proactive. You have to decide to parry BEFORE you attack, whether they hit or miss you. You have to spend the swift action and the panache to double your Precise Strike damage BEFORE you attack, before knowing if you hit or miss. Because of these two things, I pretty much felt that I just spent all my panache for nothing, and really didn't get to use my abilities at all.
I never got to Daring-do even once because if I only had 3 panache, I really wanted to save them for combat. If I was down to 1, I never wanted to spend it.
My suggestions for improving the class after a playtest (level 3):
Hopefully that was some constructive feedback for you all.
Stephen Radney-MacFarland wrote:
That said, this one has been weighing on my mind since the start, and we will come up with a solution and it will be in the final class. My favorite option right now is a sidebar that just tells people that that panache and grit are the same thing with different names, and they do the same thing when it comes to feats, magic items, and other rules items that deal with grit or panache. But I can see the pros and cons of this approach, and I'll wait for more playtesting information to come in before I pitch my answers to the rest of the design team.
This needs to happen like woah.
N N 959 wrote:
A simple caveat about purchases being permanent solves that problem. If players want to purchase gear specifically for a class that might be changes or have other modifications, that's their risk.
Sadly, I think you are putting too much faith in the general player's ability to do this correctly. We already have a large amount of players that incorrectly fill their chronicle sheets, or come to my table with 15 pt buy characters, or gunslingers that can't tell me how much ammo they have left.
There MAY be some way to expand the ability for some PFS characters to playtest higher levels, but I don't think opening it up to the public in general is the solution.
Actually there is already a way, which is to GM. I happen to have a level 5 and a level 3 GM protoplasm hanging around, either which I could now make into a level 3 or 5 hybrid class. And I'm doing it tonight with the level 3.
Another way, play a sanctioned version of Dragon's demand or ANY of the sanctioned Adventure Paths in "homegame" mode. You could clone an existing PFS character, and switch anything you want from him into a hybrid class. Playtest gold.
Don't forget that Piranha strike only works with light weapons, not with finesseable weapons (so it doesn't work with rapiers which are one-handed weapons).
Oh I know, but it may be a viable option for players looking for a PA option without 13 STR.