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The Emperor: Everything that has transpired has done so according to my design.
Ozymandias: Do you seriously think I'd explain my master-stroke if there remained the slightest chance of you affecting its outcome? I did it thirty-five minutes ago.
Goldfinger: No, Mr Bond! I expect you to die!
Belloq: Dr. Jones. Again we see there is nothing you can possess which I cannot take away.
Professor Moriarty: Let's not waste any more of one another's time. We both know how this ends.
There aren't really types of gamers I don't like, but there are types of gamers with whom I prefer not to game. Seriously, it's nothing personal, but sometimes gaming styles just don't mesh well. Doesn't mean we can't be friends, it just means I prefer to game with other people who share my tastes. As it happens, I have the luxury of being able to do so where I live.
For instance, reading the lists another poster in this thread (whom I won't call out by name), it sounds like we would have some very different and incompatible approaches to the game. Doesn't mean he's a bad person or isdoinitwrong. I'd happily game with him at a con, or at a PFS game day, but the differences in our playstyles probably wouldn't work out in a long-term home game.
OTOH, I can tell from Jaelithe's posts that he or she would probably fit in my home group quite well.
You know, I never noticed until this thread that the languages listed for Ustalav were Common, Varisian, and Skald. Common (Taldane) and Varisian both make sense, since most civilized Ustalavs are ethnically Varisian and there is a sizeable ethnic Taldan population left over from the Shining Crusade.
You'd think instead of Skald it would be Hallit. There isn't anything in Ustalav's history that would lead you to believe that it was ever settled by Ulfen, but its original natives before the Varisian migration were Kellids, some of whom survive in Ustalav's backwaters. I wonder if Skald for Hallit is an error in ISWG.
Any other tips on an archer bard? :I need to catch up to those number-crunching pro builders.
Get a lesser rod of extend metamagic and keep heroism up on yourself; replace with good hope when it becomes available. Inspire courage most of the time (you should have plenty of rounds available). Haste when it really matters.
Point Blank Shot, Precise Shot, Rapid Shot, Arcane Strike, Deadly Aim, in roughly that order. Manyshot and Improved Precise Shot when you can qualify for them (i.e., later on). Rapid Shot and Manyshot are key because the extra attacks let you effectively multiply the extra damage from inspire courage and good hope. Don't underestimate the value of Weapon Focus and Improved Critical, if you find yourself with a feat slot you're not sure how to fill.
Wear the best belt of incredible dexterity you can afford.
Buy durable arrows in silver, cold iron, and adamantine and be sure to recover them after every fight. Keep some blanched with ghost salt for incorporeals. Also keep an oil of bless weapon and an oil of align weapon on hand.
Semi-ninja'd by Louis IX. The holy avenger is actually way underpriced for what it does.
+5 holy = +7 equivalent, 98000 gp for starters. But there's a 30% price reduction if only usable by a particular class. So how do we break that out?
Now is the hard part. We know the SR and greater dispel magic powers combined are worth 47000 gp (120630 gp - 73630 gp). If all we want to do is reverse engineer the price, we can stop here. But let's compare and see how those abilities might be priced according to the magic item pricing guidelines.
There is a price listed for SR in the magic item gp value table. It's 10000 gp per point over SR 12. The holy avenger gives us SR based on its wielder's level +5, however, so we can't figure it exactly. Just to give ourselves an entry argument, let's assume the wielder's level is the CL of the holy avenger: 18. That would grant SR 23. That means the SR price would be (23-12 = 11 x 10000 = 110000 gp. However, the holy avenger also grants the same SR to anyone adjacent to the paladin. That's a bigger benefit, so it should cost more, but we don't have any guidelines on how to price that, so let's ignore it for now. There's also the 30% paladin-only discount, bringing that down to 77000 gp.
Greater dispel magic is a command word activated unlimited use power. Spell level 6 x CL 18 x 1800 gp = 194400. But, you can only use the area dispel. Let's be very generous and say that only costs 1/3 as much, since that's only 1 of 3 things you can do with greater dispel magic. That makes it 64800 gp, 45360 gp with the 30% paladin only discount added in.
So that would come out to 73630 + 77000 + 45360 = 195990 gp if we were pricing it out by the magic item pricing guidelines. That makes the holy avenger quite a steal at a mere 120k and change.
Unlike anticipate peril, the initiative bonus isn't CL-based. So for 2 PA, you can get a wand that will give you +2 to Perception and Knowledge and +4 on your next initiative check within 10 minutes. On most spell lists. So good.
Driver 325 yards wrote:
If you are looking for hard rules, here's the deal. The rules don't tell you what you can't do, they tell you what you can do. There's no rule that says a first-level character can't destroy pantheons with nuclear weapons he pulls out of his nose. That doesn't mean you can do it.
There aren't rules for giving NPCs experience. So unless you make something up, aka house rule it, it's not in the rules.
The rules for advancing NPCs, other than animal companions/mounts/familiars/eidolons/etc. and cohorts, are:
Neither of which mention XP.
I, for one, think the difficulty level of PFS play is calibrated just about right. I would guess that most players agree.
For those players who want a harder game, they can choose not to use their rerolls. Most games I do not use mine.
If you think rerolls are game-breaking because your save-or-die casters can't kill as many PCs, I'm not sympathetic to that. It is a characteristic of PFS play that GMs have much less leeway to tweak difficulty. That's a feature, not a bug. Our role as GMs is to foster a fun experience; challenge is only part of the equation.
Staple level 3 spells: dispel magic, invisibility purge, magic circle, magic vestment, meld into stone, prayer, communal resist energy, speak with dead, stone shape, wind wall. Seriously you could do a lot worse than spamming magic circle on everyone in the party.
Staple level 7 spells: holy word and its ilk, destruction, repulsion, greater restoration, greater scrying, waves of ecstasy. The summon monster VII list is also really good.
An AP built around the countdown clocks, with the Dominion of the Black as primary villains. Early chapters revolve around piecing together the mystery of the countdown clocks. Last chapter takes place on Aucturn itself. Possible twist of having to work with Carsai the King, as in "Enemies of My Enemy" from STAP.
The redemption of Arazni. Adventures throughout Golarion to assemble the canopic jars, pitting the PCs against agents of Geb. Fifth chapter, PCs must enlist the aid of the Arclords of Nex for a large-scale attack on Geb. The last chapter involves an invasion of Geb by a combined force of Nex and the Knights of Ozem, which provides cover for the PCs to confront Arazni and her graveknights and finally redeem her... or destroy her forever.
Whenever I am going to a PFS event, I bring everything I need to run the three short evergreens (The Confirmation, First Steps Part I, and Master of the Fallen Fortress) with me, so if a table doesn't make, I can always run an evergreen. I find that most folks, if given the choice between playing a scenario the GM is running cold and a well-prepped evergreen, will pick the evergreen and just start new characters.
BTW, I would not ever run Bonekeep cold. Players who sign up for Bonekeep are looking for a particular experience (or they don't know what they're getting into and shouldn't be playing it. If you run it cold, you run a real risk of either softballing the hard stuff or killing somebody off that you shouldn't have because you didn't grasp some part of the scenario (tactics, for instance).
But, as for tips to mitigate running cold if you absolutely must:
1. Have a blank flipmat.
I disagree that Con is that important for a wizard. By around 5th level, if something is doing hit point damage against you, either you aren't using the defenses available to you or your party's failing to protect you.
I generally prefer 14 Dex 12 Con because of the slight edge in initiative. To me, getting from 12 to 14 Con isn't worth dumping Cha or Wis any. It's a matter of preference, though.
The definition of love as action, rather than emotion, didn't originate with Vachss, whoever he is. The koine Greek in which the New Testament was written has several different words for love. Christianity teaches that agape, the highest form of love, consists of actions increasing the wellbeing of another. Lewis's Till We Have Faces, a retelling of the myth of Cupid and Psyche, explores the differences between active love that seeks the good of the beloved and emotive love that seeks the gratification of the lover.
The more sandboxy the game is, the more likely I am to use actual XP rather than narrative leveling. As a player, I also prefer actual XP. XP is a reward for defeating challenges; narrative leveling removes the reward incentive because you just are whatever level you need to be when the plot requires it. Ultimately, it takes away a measure of player agency.
I do, however, use group XP. I am not about to track XP totals for 5 different people. Everybody's the same. I reward individual excellence in other ways.
While I agree that victim cards are overplayed, I think there's a distinction between attacking someone's argument civilly and politely and doing so in a jerk way. Some posters skirt the messageboard rules by being total jerks, technically attacking other posters' arguments, but doing so in a hostile, condescending way that demeans and bullies other posters.
My gaming group just started Kingmaker, and Mrs. Bell decided to play a green knight. I tweaked the archetype a little, incorporating some feedback from this thread, and thought I'd post the new version here for anyone who's interested.
Green Knight (Paladin)
I don't think it actually requires any more work from the development team to allow campaign mode, except for adding in the paragraph about how campaign mode is allowed.
Campaign mode being available doesn't mean you can't run a module at a game day or con. It may be impractical to run campaign mode for a long module at a con; so just run it in module mode. If players don't want to do that because they're playing it in campaign mode somewhere else, that's OK. Run something else at your con. Those players are having fun the way they prefer, and they're buying products. Mission accomplished.
Much Ado About Nothing, II.3 wrote:
There's a miserly Presbyterian joke in there somewhere...
In the Army, we call that John Wayne toilet paper: it's rough, tough, and don't take no s--- from nobody.
Aranna's post prompted some reflection on my part about the nature of experience and how it intersects with privilege and isms.
I think we tend to notice stuff that affects us personally, and we tend not to notice, or to discount, things that don't. So a white woman will probably have a higher awareness of the misogynistic variety of sexism, whereas a black man probably has a higher awareness of racism.
It seems almost obvious, but so often it gets ignored, that our individual experiences shape the way we view the world. For instance, if racism affects us, we perceive racism in the world.
This is not to invalidate anyone's experience, or to suggest that racism, sexism, etc. aren't actually problems. Quite the opposite: we should strive to remember that just because our own experiences don't involve the problems faced by others, that we should assume they don't face them. Other people have problems we don't experience and can't, as a result, fully understand.