|Paizo Pathfinder® Paizo Games|
|About Paizo Messageboards News Paizo Blog Help/FAQ|
I don't think we've ever had a bigger group that what we've got now. :) Apparently AL did horribly the first year and no one participates in my local area anymore, or if they do, it hasn't hurt our attendance at all. I know I had several players that would play both Encounters and PFS since we ran on different days, but I don't think I lost any to D&D.
Pathfinder Card Game Subscriber
Flowing Monk with Crane style.
AC 10 +4 (mage armor) +4 (shield) +5 (Dex) +3 (Wis), +1 (insight) +1 (monk) +1 (luck) +2 (natural) +1 (deflection) +16 (dodge (+4 (Ki defense) +3 (flowing dodge (3 enemies adjacent)) +1 (dodge feat) + 4 (fighting defensively (+2 normal, +1 crane style, +1 acrobatics) +4 (in melee with crane wing until missed by 4 or less) = 48
With a -2 to fight defensively. The 2 wands would probably have been PP purchases along with a wand of Barkskin, would have made one of the 5k purchases an amulet of agile instead to add dex to unarmed damage for a +7 to hit and 1d8+5 damage or flurry for +7/+7/+2 1d8+5.
Alternatively, you could also get a couple of pearls of power and ask friendly spell casters if they'd cast some of the spells instead of using the wands so that they'd last longer, but that's more if you have a regular group like we did.
Shield does take a standard action to activate with the ioun stone and with the wand would only last 1 minute and Ki Defense is a swift action and at 6th lvl there's only 6 ki points, so you can't have the 48 AC all the time, but still.
My wife basically took this character from 1st through Eyes of 10. She also tripped and redirected and had a few other fun surprises as well as an insane AC. GM could only hit on a 20.
Kahel Stormbender wrote:
Good to know. But here's a question I'm now wondering... Why the frell is Hero Lab telling me to pick a spell my flawed tourmaline sphere ioun stone grants 3 times per day? The stone's suppose to just give me +2 effective con before dying (but a -1 penalty to stabilize).
The same reason you shouldn't use Hero Lab as a rules source, because as awesome of a program it is, it isn't perfect. (Believe me, I love the program personally and use it almost daily, but it definitely isn't always correct.)
You'll most likely be marshaling/mustering. You'll get a clipboard with tables/GMs assigned to you that you have to send groups to. Once everyone is seated you'll go around and collect tickets and hand out water & tokens to GMs. Some HQ volunteers input the session sheets, others collect them and make sure they're completely filled out. Others are at the help desks helping people or checking out pregen binders to gms. During the special HQ volunteers also act as signalers for success conditions.
Thea Peters wrote:
I'm not so sure about that Thea. The older exclusives (pre-Kobolds/Aspis) could be run by VCs & VLs regardless of stars. I'm fairly certain the Bonekeeps are still that way so it might be possible for VAs to run them regardless of stars. They have said that VAs are VOs too. It's a good question that should probably be answered by Tonya, Linda, or John.
Another thing to consider: You can fluff the transformation between horse and griffon all you want (within the rules), but the sad fact is you are giving up a horse to get a griffon and you'd have to follow another PFS FAQ as well. So as long as you have 6 ranks in Handle Animal when you get the griffon you'll be fine after you actually train it.
You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97–98 of the Pathfinder RPG Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained in the "Conditions Gained" section of the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.
I am busy prepping this and it is unclear what the Subtier 2 encounter is in the sewers. It looks like increasing the subtier adds some extra beetles given the map markers but I cannot find anything in the scenario which explicitly says so.
Read the scaling encounter box for that encounter. That's where it says how to change the encounter if you play subtier 2.
Mike Bramnik wrote:
Yep here's the relevant text:
When I ran it the ninja was the only one that wanted to go in. He easily snuck in got the documents. Took about 5 minutes real time to complete that mission.
Huh.. Posted this afternoon, but for some reason it got eaten... VC Bill Jones, aka Xath, was the one that downloaded #200,000 for U-Con here in Michigan. I happened to see this thread the day before I went to the convention and happened to see a stack of new IDs and saw #200,003 as well as 199,9-- something. Since someone registered that number he must have handed it out at the con. :) So #200,000 is somewhere in Michigan or close by. ;)
Pathfinder Card Game Subscriber
For our Rise of the Runelord campaign, we're all part of a traveling circus. We have a Spire Dancer Magus who is the owner (he started with rich parents and bought all the tents and things and payed for hirelings), our carnivalist rogue who is our animal trainer, and I'm a seer oracle who went harrower. We also had a catfolk barbarian for our freak show, a strongman shoanti fighter, and a "firebreather" who was a red dragon bloodline sorcerer. Those three players fell off along the way, and now we have an android bloodrager whom we picked up along the way.
We just finished book 4 and it's been a while since we've really been able to incorporate the circus, but we're always finding things that we save for the circus to use as attractions.
- The handful of GMs that can run Serpent's Rise may face a queue of people strongly requesting that particular scenario over other scenarios. Even if the GM would prefer a bit more diversity, or just something he/she hasn't got credit for yet. Stars have their limits too...
I don't know about anyone else, but I love running both 6-98 & 6-99. I'm happy and willing to run them as many times in my area as I need to to allow everyone to play them both.
Pathfinder Card Game Subscriber
Once players are done with scrapwall and have a ton of stuff they'd like to pawn off, most probably consider going to Chessed. There's not a whole lot on Chessed, except what's in Numeria, Land of Fallen Stars. If you want some great descriptions of the city and/or want a short scenario to throw in to get the players some more GP/XP, the PFS scenario 6-20 Returned to Sky is is set in/around Chessed and fits pretty well into Iron Gods.
It has Chessed, Technic League, a tech dungeon without a ton of tech items, and a way to temporarily charge timeworn items. I had Dinvaya Lanalei tell them of an old friend of hers that runs an inn in Chessed to give them a hook to find Ingret Jor (the person who has the directions to a tech dungeon). I let them stay in her inn after they proved they knew Dinvaya. In the scenario Ingret isn't trusting of strangers, believing most to be spies for the Technic League. I had them use her inn as a base of operations while they sold/bought things (they weren't too thrilled about the 50% increase of everything, but since it helped keep the technic league mostly out of town they didn't mind too much. When they were about done with their shopping on the last morning I had the League agent burst in the door and demand Ingret's secrets. Of course the players stopped him. In thanks Ingret told them of her great-grandpapa's journal and gave it to them, asking them to mention around town as they leave that they got her secret from her so she might be left alone from then on. This leads them to the dungeon which I'll run next session for them.
I thought it was a great way to pad their pockets (since they had to pay 50% more for everything a extra GP is good) and get them a little more XP as well. It reminds them that the League is still a threat and it let my players get back into their characters after about a 6 month break.
I've been going over this prepping for a con next weekend that I'm overseer GMing. Like others have posted, why the big HPs for the acts? It is literally impossible to get any of the districts in Act 3 green and unlikely that many will get green in Act 2. Wouldn't it make more sense to make the HP's the Number of Tables for Act 3? For the Waves in Act 4 it would make more sense to have it 2x tables since that would allow all the tables an average of 2 waves.
I'll give my own con as an example.
We've got 5 tables scheduled. Meaning each of three districts has 20 hp.
Act 3 has 10 hps, but as stated earlier only 5 damage is possible. While Act 4 will have 6-7 hps with a possibility of 15 damage. That's just messed up math!