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About the door puzzle:
I ran this today. Considering that there are quite a few editing/spelling errors/omissions (rage powers), I'm of the opinion that two numbers for the puzzle changed places. The puzzle text is clearly supposed to be replaced by the relevant Act # in order of it being mentioned; this works for Dial 2 and 3, not 1 and 4, which doesn't make any sense. To anyone running this, don't punish your players. Dial #1 should be 6-9-7 and dial #4 should be 5-2-1-0.
Other than that, this was an excellent scenario. The fights were dangerous (5 players, high tier hard mode) enough to keep them on their seats while lacking the 'Hah, Got'cha' cheese that was making the rounds for a while.
Thank you to James Risner who pointed out the FAQ that states you can't replace base class levels with prestige class levels.
That's pretty disappointing! I don't understand why the FAQ isn't more along the lines of: "You can retrain a base class level into a prestige class level if your base class satisfies all the requirements for entering into the prestige class." as opposed to the blanket ban.
I've used retraining two times. Once, on my level 9 Paladin of Iomedae, removing the Sword of Valor archetype (it's awful!).
The biggest retraining was on my level 16 Wizard (first ever PFS character, whom I've always roleplayed as a Signifier, so when Paths of Prestige came out and I was already playing EotT, it was pretty annoying. Although quite expensive (41 prestige!!), it allowed me to me to retrain 6 class levels, 3 feats and 1 class feature to make him Wizard 10/Signifer 7.
It's a definite worthwhile addition to the campaign.
Be prepared to deal with zany party antics hat can derail the entire thing, such as scrolls of stone shape, soften earth & stone, earthquake, latticed immovable rods, teleport, dimension door, burrow/earth glide etc...
I know if I tried that on my players they'd spend more time trying to find a way to stop the wall than actually going along with the scenario.
This was quite fun to run, even though my group had a relatively easy time of it. 4 players, all 10-11, all with great fort saves and a character with +18 Survival. Even with them resting once they still only lost one Elf. (Took a bit over 12 hours). The Survival DC's seemed a bit low considering the locale. How would one adjudicate spells like Find The Path and Windwalk for this scenario? Since we couldn't work out Windwalk, they agreed not to use it. Considering that level 11 clerics have access to it, it seems pertinent considering that you move at 60 mph...
The last combat was a bugger to set up, though! The leeches did nothing as everyone was flying at that point.
Would definitely like to run it again, especially for a low fort/survival group <evil grin>.
Oh, and one last thing; one of my players (whose family is full of archaeologists and professors), implored me to inform the developers that cold iron cannot be made into ingots, which defies the entire purpose of forging it at a lower temperature.
PFS FAQ wrote:
Your GM was incorrect. I suggest contacting your local VC and getting that decision reversed.
Michael Brock wrote:
What about resonant powers for ioun stones slotted in a Wayfinder? Wayfinders are slotless items, so I know some players argue that it should work...
Chris Mortika wrote:
The statblock doesn't quite have that right. Mi-go CAN speak, they just pretty much only do so when forced to converse. There's a lot more flavour for Mi-Go in one of the Carrion Crown books.
We played it last Friday, and had no difficulty figuring out the solution to the color puzzle without using the town at all. Unfortunately, it is a pretty easy puzzle, but mostly it's difficult not to metagame it too much (using the order of colors in the rainbow and the obvious positioning of the holes above the door.)
I'm going to be running this soon, was there anything that stood out for you when you played it?
Let's break this down, shall we?
Umbranus and Grick have the right of it. 1.5x strength instead of 1.0x strength on the first UAS from dragon style, as well as untyped half strength bonus on all UAS for the round.
5x1.5 = 7.5 (round down to 7)
This does not allow you to increase power attack damage.
From the PRD:
Power Attack wrote:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Unarmed Strike Damage wrote:
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).
I don't see anything under the Magical Beast or Celestial entries that would make it work any different. Magical beasts don't necessarily have Int higher than 2. The point is that the Handle Animal/Feat business is tied to Int, not type.
Likewise I think it just becomes a Magical Beast for purposes relating to such, you should still use the normal AC table for progression. Case in point, the paladin bonded mount. It's a a magical beast at level 11 but progresses as per normal AC rules.
At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.
And unfortunately, none of them are legal for PFS. Neither are the 'Summoning Outsiders' section from Ultimate Magic, which includes True Name research. So you're stuck with only the Planar Binding Text, which makes it a fair bit more difficult.
It's not banned per se, but as it's a spell created by a PC, the effect ends at the end of a scenario. Quite often you're rudely awakened and sent off to adventure in the middle of the night right as the scenario starts, without time to re-prepare spells or cast things like Contingency. These things make it untenable, if legal.
As someone with a level 12 Wizard (one of 2 in the region I'm in, I believe), I can attest to the fact that they're not very popular in PFS.
- No crafting
Having said that, once I hit level 6 or so, I really started to enjoy the Wizard, and it's just getting better. He's a bag of tricks that contains a bag of tricks. It's awesome.
This seems like a good topic to bring this up in:
Is it allowed to be at 12.1 XP before starting Eyes of the Ten by playing a special? The Guide refers to what happens if you play sanctioned modules (lose xp/prestige/gold), but I was wondering if specials (which are the only things that give out 1 xp anymore after 12) worked differently.
You wouldn't hit 14 during Eyes of the Ten, you'd hit it after finishing.
I've been mulling a new character for PFS around; I really like the concept as I'm a fan of the more unusual things, but I'm trying to tweak it so that I'll still be an effective contributor to the party.
The idea is as follows:
Qlippoth-Spawn Tiefling, worshipper of Achaekek, Monk 1 (Master of Many Styles)/Cleric 10 (Separatist Death/Animal), rides around on a giant Mantis at level 7 and punches people with channel smite while holding Inflict/Harm/Slay Living spells.
How the build looks at the moment:
Str: 15 (+1 at 4)
Level 1: Channel Smite
I have a couple of concerns about this:
1. I'm not used to playing 6 Int character, will have a very hard time having any decent Handle Animal/Ride.
2. AC is low for a frontliner, slightly mitigated by Snake Style and a massive Sense Motive.
3. Will seem like a pretty selfish character.
Any recommendations on how I can improve on this? Realistically I might as well be playing a Magus but the flavour of this appeals to me a lot.
Question the First
Is spending a ki point that's called out by a feat in order to provide an additional effect (such as Ki Throw), a swift action?
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.
Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.
Does not list what sort of an action it is. The closest reference can be found under the Qinggong archetype, where emulating Feats is expressly called out as a free action.
Reliable Maneuver (Ex)
At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.
This ability replaces slow fall.
Neither does this.
Question the Second
Is Flurry of Manoeuvres ineligible for spending a Ki point for an extra attack? It replaces Flurry of Blows, which is called out by the Ki Pool ability in the CRB. Considering that The Maneuver Master came out in UC, what's the ruling on things like this, where a core ability is replaced by a similar ability and thus loses out on some base feature?
Will Black wrote:
Unfortunately you can't ready a full-round action.
What you can do for Iaijutsu Strike though, is Challenge, Move, Dazzling Display as Standard, then attack next turn.
I enjoyed running this and of it's a sign of things to come in Season 4. I usually GM for a fairly high-powered group so it was good to be able to challenge them even a little. Although they triggered the Harpy encounter second as one of them flew directly up to the top of the statues to get a better look around, so I had to adjust things a little.
The terrain never came into play for us really, as everyone could either Fly or Teleport to some extent. (3 Sorcerers and 1 Witch)
We did a double-take at one part though... Heh.
You're provided with a CL 18 Greater Teleport Scroll at the beginning of the Scenario and have access to it at the end. That's all well and good, but we worked out that, by RAW, only two humanoids on Golarion are capable of creating that; Razmir and the Queen of Kyonin. Respect to Guaril, he's got some contacts!
Ah, that makes sense then. My point was that in Undead Revisited it does list the rules for creating Skeletal Champions, but not the template, which is in the Bestiary.
This is true, and relatively annoying. The rules for creating Skeletal Champions are in the Bestiary, while Zombie Lord is in Carrion Crown Book 3. Would have been nice if those had been included in Undead Revisited.
The way I'm reading it is that unless the creature in question has an appropriate template to go with it and rules on how to add them to existing critters, you merely end up creating the base Bestiary version.
As far as I can tell, the only way you can retain class levels and such when animating/creating dead is to use the Skeleton Champion or Zombie Lord versions, which have templates. At least for RAW that seems to be the way to go. Home games, feel free to adjudicate whichever way I suppose.
For PFS I follow the tactics listed for the monster. I never initiate a coup de grace or use a death effect/animate dead unless the scenario specifically calls for it. As for finishing off unconscious players with iterative attacks or what have you, it depends. A couple of instances I've had happen/seen happen:
1. Party separated, lone PC gets attacked by a stupid beast out for food. Tries to fight it alone, gets smacked around. Why would the beast do anything but eat him?
2. 5 PC's against a big bad with more intelligence. One PC stabs it with the only thing capable of killing it; it's going to go all out on him.
3. Creatures like Shadows whose only goal is to drain the vitality of others and make more of themselves. It's going to keep attacking the same thing until it's drained, or the thing that subjects it to it's greatest weakness.
4. Intelligent monsters against a group of PC's. They do stop attacking downed characters because they are no longer a threat, and move on to the remaining PC's. However, if downed PC's keep coming back and it's not possible to remove the source of healing, then yes, they are going to make sure someone stays down. Likewise, if you are brought back to consciousness and are on 2 hp, prone, and swing at something... I'm going to smack you.
I try to play my monsters like I think they should be played. I don't go out of my way to kill players, but I've seen an alarming amount of 'coddling', where GM's simply and utterly refuse to kill PC's. Death is part of the game. If you take away the risk, then to me that kills a lot of the fun. Not everyone is like that of course, and there is nothing wrong with preferring a 'softer' approach.
Hannya Shou wrote:
I can't speak for other GM's, but I will generally give the party the gold if someone has been 'defeated'. There are certain times where I don't reward the full gold, but you have to be actively denying something or go out of your way to avoid certain things for that to happen.
I keep a tally on the front page on my character sheet; anything I use during a scenario that I bought prior gets crossed off there. When I get home I then adjust as necessary in HeroLab. I print out a new character sheet each level and transfer ongoing charges and such to the new sheet.
As for 'official' methods though, it's really much of an honour system. GM's simply lack the time to keep track of such small details.
The Hao Jin Tapestry was the prize given to the Pathfinder Society for winning the Ruby Phoenix Tournament. It's a private demiplane created by the legendary Tien Sorceress, Hao Jin, also known as the Ruby Phoenix. You can access the tapestry by touching where you wish to go on it; I haven't played Sacred Rune, but I'm assuming that's the 'back door' into the tapestry that was hinted at in other mods like Icebound Outpost.
It's one of those grey areas that really has no answer. As there is 'unlimited' time between adventures, it's really up to the player to decide.
Society characters travel at the speed of plot, so to speak. Explain it however you wish, really. It's one of those things that benefits from being waived in a living campaign.