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We played this at my local store yesterday: 2 tables, one at each subtier.
Both tables only got 1 prestige, because the paladin died. Playing at low tier, we had an archer rapid shot him and get a "lucky" crit on the second shot after the first knocked him down to staggered, so he went down hard. The high tier table told us that he bled out after going down in their fight.
Overall, this is a pretty brutal adventure. We were right on the cusp of being forced to play up with the low tier adjustment, because half our group was level 5, but we still had a very tough time in that final fight with the allips, possessed paladin, and the ghosts.
It was a lot of fun, though. Our bard sang his way through the one encounter with the ghost lady, so we made friends with her. When she asked for her ashes to be spread out to sea, my cleric of Besmara (Green Beard - because what else would you call a half-orc pirate?) was happy to do it.
Green Beard needs to find adventures with less undead, though. This is his second in a row where he's faced undead that were immune to most of his best stuff. As a negative channeling cleric, he felt a little useless, though he had plenty of other useful spells and abilities, and he was the one wielding the wand of Ghostbane Dirge. Luckily, we also had a positive channeling cleric in the party, which helped a LOT.
Green Beard's biggest complaint is that even after proving his bravery and loyalty to the Society by visiting the Gloomspires twice, Venture-Captain Calisro Benarry still won't agree to marry him!
Thanks for the clarification, Bob.
Now I just need to figure out what I'm doing for a hotel (still). I couldn't get anywhere near the convention center during the initial hotel lottery, and I heard there were certain days when people would cancel reservations they didn't need, so I should wait and try again on those days. I've checked in occasionally since then, with no luck. Unfortunately, the friends I normally go with aren't going this year, and they usually deal with the hotel stuff, so this is my first time having to figure it out myself.
Bob Jonquet wrote:
Tonya has completed the email notifications for those accepted as volunteers. I am now in the process of assigning GM schedules. With 1800 tables to assign and upwards of 300 volunteers, it will take a little time. I am hopeful to have it complete and all GMs notified of their schedule prior to open registration on the 15th.
So everyone who was accepted as a volunteer should have gotten an email recently? I got an email from Tonya back in January when I first signed up, but I haven't gotten an email since. Does that mean I wasn't accepted as a volunteer?
I only signed up to run a small number of slots, so it wouldn't surprise me too much, if you had more volunteers than you need. I just want to know for sure.
Yeah, some people are jerks about the character choices of others. I still remember one time I had a PC die, and someone commented "Well what do you expect with only 12 con?" Not only wasn't I playing a front line character, but my PC had only died because I'd moved within 30 feet of the front line so I could channel heal the rest of the party.
Edit: Wow, ninja x3. I was responding to Bob's last paragraph.
I think my last post came across angrier than I'd intended, so I just want to apologize to John and the Paizo staff. When I said we'd been lied to, I wasn't trying to imply it was intentional. I'm just frustrated that we were told repeatedly that the Sczarni types would fit in fine with The Exchange, and it just hasn't worked out that way. But I know you guys are trying, and I'm glad you're listening and planning changes for next season. Hopefully, my pirate will fit in better then. And my blacksmith.
And when I wrote that, I was annoyed at the accusation upthread that I was just being whiny because I'd built a PC that didn't fit his faction. My point is that when I built the PC, he did fit his faction. Then, the faction changed.
I've never done those races as front liners, but as long as you're not tanking, you should be ok. I've got an elven wizard and sylph sky druid (casting focused) with 12 con each, and they've been fine, though they're still only levels 2 and 3.
I keep considering ideas for elven or tengu front liners, and not doing them, usually due to that con penalty. It's a shame, since their proficiency with elven curve blades could be great for many front line builds.
Actually, if you're doing a d10 hit die class, you can probably get away with them, even on the front line with 12 con. My problem is I keep considering them for ideas that are d8 front liners, and I just don't feel comfortable with a con below 14 on the front line with only d8 hit dice.
Aziraya Zhwan wrote:
As a sidenote, I was wondering if there was a section I could post a character background/bio/story and have people critique it? Would that be in the Gamer Talk section?
We've had threads like that in the advice subforums before. You can use that existing thread, or start one specific for your character.
My biggest complaint is that we were blatantly lied to.
Back when the merger of the Qadira and Sczarni factions first happened, we were told repeatedly that members of both old factions would fit in just fine, and nobody would have any issues. That was clearly a lie.
If they'd just told us "Sczarni faction is going away", I would have taken the free faction change and moved on. But because they lied to us, my pirate is stuck in a faction where he doesn't belong.
Instead, we're given a faction card that may as well say "If profession (merchant) isn't your highest skill, then you're in the wrong faction."
That's my second biggest complaint - the fact that the entire faction revolves around one skill that nobody would train otherwise. I can understand including it as an option, but there are tons of other skills that should similarly be included. For instance, I have a legitimate businessman PC that I created more recently and put in The Exchange, because he really fits the flavor. But his day job is craft (weapons), because the entire character concept revolves around being a blacksmith from a long line of blacksmiths. Why are there no options to do some of these faction goals by showing off his wares, instead of having to train profession (merchant) or bust?
Even among the old Qadirans, how many people actually had profession (merchant) trained before the faction cards? Yet it's in 3 of the faction goals, while diplomacy and intimidate only show up once each, and bluff doesn't show up at all. Do you really think there are any Sczarni types who don't have bluff or intimidate as their primary social skill? Those (and diplomacy!) should be in more goals.
I don't mind that doing faction goals requires some skills, and that characters with low skill ranks might have a harder time with them. This faction is no better or worse than the others in that regard, and that's not the issue.
I do mind being forced to train out of character skills just to fit in with this faction, which is problem for both of my Exchange PC's - the pirate (who would have left had he known the Sczarni side wouldn't really be reflected) and the blacksmith (who really does fit in perfectly with this faction's fluff, but not the faction card).
This was a security measure that I think came from conversations here on the forums, possibly even in this thread.
In order to prevent duplication of boons, you're supposed to mark the PFS # on it. They can still be traded, but you have to write that fact in ink on the boon. The idea is that someone trading for a boon, or auditing a PC with one, will notice if the same number keeps showing up.
Technically, I don't see how this helps. But it's the type of thing that makes it look like it'll be harder to get away with illegal duplication of boons, even if it's not really. So maybe it will dissuade some dishonest people who would consider that sort of thing.
Ok, so you found one adventure that's perfect for this type of Exchange member. Now let me tell you about my pirate PC's last adventure.
We got sent to a small village in the middle of nowhere, so no major trade center. That means no merchant license to earn, and no rival merchants to undermine.
We met a couple of named NPCs in the village, but none of them were merchants, traders, or smugglers by any stretch.
We left town to go fight some stuff that required fighting. No way to talk down the wild animals or hostile natives.
In the end, my +9 profession (sailor) at level 4 wasn't enough to hit 50 gp on the day job check for this one.
And being non-int based and a class that's low on skill ranks, I doubt if I'll ever put enough ranks in linguistics to learn 7 languages.
How exactly is my Sczarni pirate with intimidate, sense motive, and profession: sailor as his top skills supposed to do these? There are at least 3 of these goals that I'll never stand a chance at, even in adventures that are perfect for them, because my PC isn't built for the very specific skills that are necessary (diplomacy, profession (merchant), appraise, and linguistics).
He doesn't have many skill ranks, so intimidate and profession (sailor) are his only "piratey" skills, besides punching people (with a cestus).
I didn't have much chance to play him in Sczarni before the change, but I do remember a couple of Sczarni faction missions that involved beating people up and/or intimidating them, and those were right up his alley.
GM Fuzzfoot's S01-41 The Devil We Know, Part III - Crypt of Fools (Standard PFS) Tier 1-7 / Subtier 3-4 Discussion
I've GMed all 4 parts of The Devil We Know, and part 3 is the only part I haven't played, in pretty random order with a variety of PCs. It's been about 4 years since I GMed this part, so I don't remember it at all. I'll wait and see what everyone else is bringing before I decide which PC I'll bring.
However, if we've got a lot of people who haven't played parts 1 and 2, I'd recommend that you guys start at the beginning of the series and do it properly. I can sit out, and you can probably recruit more players pretty easily to make a full group. If GM Fuzzfoot doesn't want to run all the parts, I could probably GM part of it. I've been wanting to try PBP GMing for a while, but I haven't dived in yet.
Edit: FYI, my level 3-4 PC's are a level 3 controller caster, a level 4 skill monkey/archer, and a level 4 front liner with a little healing. They can all use cure wands, so they make good backup/out of combat healers. I also have some level 2 and 5 PC's I could bring, depending on party makeup.
Actually, my level 4 front liner is the PC I played in part 4 of this series. She's probably my first choice, just because she's fun to play in PBP.
Ok, signed up to play Siege of the Diamond City and Traitor's Lodge on Sunday, along with GMing Godsmouth Heresy on Saturday. Is there any way on the web site to see how many people are signed up for what games?
I'll bring a variety of PCs I can play in these. I just need to look and see which one got the GM credit for Diamond City when I ran it at GenCon when it was new, because I honestly don't remember.
I just came to look up the same question. I missed that Greater Magic Weapon was making it +3.
However, that still doesn't explain why she'd cast Keen Edge on a weapon for which she has the Improved Critical feat. The Keen Edge spell even specifically says "Multiple effects that increase a weapon's threat range (such as the keen special weapon property and the Improved Critical feat) don't stack."
I'm thinking I should trade out either that spell or that feat for her. I could give her Furious Focus, so she can use Power Attack and still hit on the first shot more easily against my party front liners with AC's in the mid-30s. Or to keep it simple and be nice, I could just give her a backup Haste instead of the spell, in case the party retreats and comes back for a second attack.
I just think the Advanced Players Guide adds so much essential stuff to the game that I'd include it up front, even if you skip the base classes from that book.
It adds archetypes and subdomains for the Core classes, and tons of feats and spells that are practically mandatory. For instance, I'd never make a barbarian without the Raging Vitality feat, and the metamagic feats in the APG are almost all better than the Core metamagic feats. Plus, it adds traits, which I recommend including in your game.
Definitely start with the Core Rulebook and Advanced Players Guide. Those are the books that define the game. You can get away with just the Core if you want to keep it simple, but IMHO, the APG adds so much that it's practically essential.
After that, there's good stuff for customizing a wide variety of PC types in the Advanced Race Guide, even if you're just sticking to the Core Rulebook races. I also like some of the hybrid classes from the Advanced Class Guide. If you're dealing with relatively new players, that should be enough to overwhelm everyone sufficiently. But if anyone wants to play a summoner or rogue, I'd go with the unchained versions from Pathfinder Unchained (because regular summoners tend to be overpowered, and regular rogues tend to be underpowered).
The Ultimate line (Ultimate Magic, Ultimate Combat, and Ultimate Equipment specifically) has some good new feats, spells, and equipment, but I wouldn't use the new classes introduced in UM and UC for a new group. You're probably better off just letting people pick and choose the occasional thing from those, without emphasizing them too much. Also, Occult Adventures is pretty popular, but probably way too much for newbies.
Lots of the thinner splat books have good stuff, too. Seeker of Secrets has lots of good ioun stones for all occasions. Familiar Folio has great stuff for anyone who wants a familiar, even on classes that wouldn't normally get one (check out the Chosen One archetype for paladins). Inner Sea Magic has some nice options for spellcasters (Tattooed Sorcerer archetype is very popular, but there are other good options there, too). And Weapon Master's Handbook is great for fighters and other martial types, but especially the base fighter class. Those are my favorites from the softcover lines, though I'm sure others will have different suggestions.
But really, if you just want to keep it relatively simple, I'd stick to the Core Rulebook, Advanced Players Guide, and the Advanced Race Guide options for the Core races. Everything else is gravy.
I still haven't decided how many days I'll be there, and whether I want to stay at the hotel or drive back and forth each day. I'm definitely looking to be there Saturday to GM and Sunday to play a couple of scenarios, and maybe Monday. It looks like about a 70 minute drive from home, per Google Maps.
When registration opens on Sunday, is that just con registration, or does it also include individual events?
My gnome prankster bard uses perform: comedy as his intimidation skill, using versatile performance. And the archetype gets a bardic performance called "mock", where you can debuff enemies by taunting them. Needless to say, I've had fun with this one.
My favorite was telling an Earth Elemental (in Terran - my PC collects known languages just so I can insult EVERYBODY), "Hey boulder balls! Yo mama was a cubic zirconium!"
So did we ever come to a consensus (or get a response from Paizo) about this?
I know I expressed an opinion above, but I'm not married to it. I could go either way on this, and it really doesn't come up very often, since I don't play many modules/adventure paths in PFS. But I'm doing one now and wondered if there was ever a definite ruling.
This is for Pathfinder Society, so RAW answers only, and please let me know where you found the answers.
Stupid question about animal companions: Assuming you give them a feat (or two or three) for armor proficiency, do they always use the barding costs for mounts or would a biped use armor costs for humanoids?
And if it is barding, since barding cost is only provided in the Core Rulebook and Ultimate Equipment for medium and large mounts, what about a small animal companion before it grows up to medium?
The Chosen One archetype from the Familiar Folio is huge. You get a familiar instead of your mount or bonded weapon. Because you get the familiar at level 1, everything from levels 1-4 gets rearranged. But once you hit level 4, you pretty much have all the standard paladin stuff.
Put aside for a moment that the familiar can cast Guidance at will and use a 1st level domain power once per day after level 3, on top of the normal scouting and fluff of having a familiar.
The key reason this archetype is such a big deal is that the familiar can Lay on Paws and even Channel Energy, which adds an extra healer to the group. The paladin no longer has to choose between healing his allies or attacking the enemy that damaged them - The Chosen One can do both in the same round with the help of his familiar. It's not something you'll be doing constantly, but in the tough fights, that boost in action economy is game changing.
Let me start by putting this in context. The level 1 power of the Magic (Divine) subdomain says "Whenever you are the target of a divine spell". This obviously only applies to targeted spells, not AOE's, since it doesn't have wording about "or within its area" like the Persistent Metamagic feat, which intentionally covers both.
But what about area spells that only affect specific creatures in their area? The obvious example is Bless, which affects all allies within 50 feet of the caster. Somehow, the spell knows allies and non-allies apart, and targets only the allies. But does that count as being the "target" of a spell in game terms that doesn't have a "target" line in its spell description? Would that qualify for that subdomain power?
Lawful Evil. That's been confirmed in several published sources (just about any scenario she's appeared in).
She's not the only evil recurring NPC aligned with the Society, either. And I'm not even talking about those who have betrayed the Society.
Thanks for the response. I thought it might be something like that.
So if it's not too big a spoiler for the adventure path, can someone fill me in on their role in modern Golarion? Obviously, they were worshiped back in early Osirion, and have since been mostly forgotten.
But do they have any modern worshipers? Are they completely forgotten, or still remembered as an historic curiosity?
Edit: And... nevermind. I just downloaded the free Mummy's Mask Player's Guide which covers this:
page 6 wrote:
Osirion was founded under the guidance of the god-king Nethys, and though the people venerated gods of the Inner Sea, they also worshiped the old gods. As Osirion prospered, the old gods entrusted more and more to the people of Osirion, taking a lesser role in everyday life. By the Age of Enthronement the gods had all but left Golarion, though they still guided it from afar. When the Empire of Kelesh seized control of Osirion, a campaign was launched to eradicate Osirion culture and hundreds of temples and shrines to the old gods were destroyed. Although faithful worship declined, the ancient gods were never fully forgotten, and some temples and clergy still exist throughout Osirion. These gods are not the focus of the Mummy’s Mask Adventure Path, but your GM may allow you to worship one of them. More information about the ancient gods of Osirion can be found in Pathfinder Adventure Path #80: Empty Graves.
So as long as we're talking day jobs, I'm working on creating a new PC, and I think this one will be an archaeologist. Not the bard archetype. The profession.
Yes, I'm actually going for a character who's a Pathfinder for the right reasons.
In game terms, would that be profession: archaeologist or profession: historian? Has anyone ever seen either of them come up in a PFS adventure? I could swear I've seen one or the other at some point, possibly both, but don't ask me where.
So I know there something in Mummy's Mask about the ancient Egyptian deities being worshiped in ancient Osirion. I don't have the adventure path, and haven't played it, so I have no idea what the full story is.
But they're legal for worship in Pathfinder Society, so apparantly, they're still alive and still deities, even though most of Golarion has forgotten about them.
Can someone fill me in on what the story is on them? If they're really still gods with enough influence to be patrons to divine casters on Golarion, then how are they completely forgotten? And if they don't really still exist as gods of Golarion, then how can they be legal for PFS play?
Slithery D wrote:
Well, yeah. But that comes up infrequently enough that I don't worry about it.
That's pretty much what I was thinking. But that makes this one of the only domains that can be used to self-buff in melee, so it caught me off guard, and I wanted to confirm it with others.
Given that, I'm really surprised you don't see this on more melee clerics. Most will cast a buff in the first round of combat anyway, and clerics don't have other swift actions to use, so this would be great for them. For inquisitors, I could see how it competes with other uses for your swift actions, so it might not be as good.
In my case, I'm thinking of doing the Huntmaster archetype that gives up judgments and a couple of other little things for an animal companion, that shares your teamwork feats like a Hunter. So that's less competition for my swift actions, and one more melee ally to get this bonus.
So when I use this, it'll always give a +2 on the next attack to myself and my critter, along with any other PCs who happen to be nearby. Given that this is for Pathfinder Society, where you never know who you'll be playing with, that could end up being no more affected PCs, or it could be the entire table, depending on who likes being near the front line.
I'm actually really liking this idea. I like pulling out the obscure options that might not be quite as powerful as the "best" stuff, but are still useful.
Yeah, I can see your point on making the mirrors more robust. Our party archer could still smash them relatively easily, but it might take him multiple arrows that way.
Of course, having them fight dups of their own front liners (a paladin and cavalier) could be fun. I'm actually looking forward to that one. Since none of them are evil, the dup paladin won't be able to smite. Also, those two have a teamwork feat that they can only use if they're next to each other, which the party should be able to prevent based on the starting positioning. And the archer ranger in the back has humans as a favored enemy, which they both are, so they're likely to take quite a few arrows.
I don't usually adjust encounters for my group. I've got 5 PCs and a companion animal that's 3 levels behind (ranger), and they're not uber-optimized. They're not incompetent, but these aren't a bunch of a min/maxed munchkins. And they have no controller and minimal debuffing. Just a bunch of damage dealers with some buffs. They do pretty well, but we're up to 4 PC deaths so far, though two of them were brought back within a round by Breathe of Life.
So you all addressed some of my questions, brought up more, but I'm not sure my second question was really addressed.
So we all agree that because it's a swift action, it can only be used on my own turn, so pretty much only when I cast a divine spell. I already caught that. This is a domain for divine casters, so that shouldn't be a problem.
And I think we agree that it can only be used when the spell is initially cast on me. I wasn't clear on that from the wording, which is why I asked, but I suspected as much.
But now that I'm parsing that wording, it also says that it can only be used when you're "targeted" with a divine spell. AOE spells don't have targets. So from the wording, I'm now thinking it might only work with targeted spells, not AOEs. For instance, if I cast Holy Smite with myself in the area, I can't use this. But what about spells like Bless that have an area, but only affect allies? Are those allies (including myself) "targeted", since only some creatures in the area are affected?
I'm considering this for a melee inquisitor build with Divine Favor, so this will probably still work for me, anyway.
But as for the 2nd question in my initial post, I was wondering how long the bonus lasts for me, if I'm the one who activated it. With most 1st level domain buffs that last a round, like those from the Good, Luck, and Strength domains, they last until your next turn, which means they disappear before your next turn begins. That means you can't buff yourself with those domain powers in round 1 and make an attack using that buff in round 2, because the buff duration expires before you act in round 2. Thus, the whole "reach cleric" build that revolves around AOO's.
But this power says it affects each ally for the first attack (or skill/stat check) "before the end of their next turn". That would seem to imply that I can use it for my own attack on my next turn, but I wanted to make sure I'm reading that right, which is why I asked question 2 in the first post.
For instance, Bob the Barbarian and Connie the Cleric are ambushed by orcs. Connie has this subdomain.
Round 1, 20 init: Bob tries to bash an orc but misses.
Do I have that right?
This subdomain's 1st level power is SO much better than Hand of the Acolyte. I'm surprised I never noticed it before, and have never seen anyone use it.
Advanced Players Guide wrote:
1. "Whenever you are the target of a divine spell": Does this only mean when a divine spell is first cast on you, or do ongoing spell effects count?
For instance, if you cast Bless and include yourself as a target, you can obviously spend a swift action to do this in the same turn. But what about the following round, when you still have Bless as an ongoing spell affecting you? Could you use another swift action to use this power again, assuming you have enough uses per day left?
2. "grant each ally within 15 feet of you a divine boon. This boon grants a +2 bonus on the next attack roll, skill check, or ability check made before the end of their next turn.": Obviously, you get this boon on yourself, since you always count as your own ally. How long does it last?
Since it says "before the end of their next turn", it seems like this actually works as a self-buff that you can use on your own next turn, unlike most domain buffs like the 1st level powers of the Good and Luck domains. Am I reading that correctly?
I'm looking to make a Hunter or Huntmaster Inquisitor as my next Pathfinder Society PC. I haven't decided which yet.
Mechanically, both get an animal companion, bonus teamwork feats every 3 levels, and the ability to share those teamwork feats with their pet. It looks like Huntmaster has better class features in general, though their spell lists are different enough that some types of Hunters could still be better. I just want to do a typical melee pair, nothing fancy like a small humanoid riding his pet, or an archer and melee pet pair.
But rather than mechanical strength, I'm likely to pick between the two based on flavor. Which brings me to the purpose of this thread: I need to decide on things like PC race, animal race, back story, personality, reason for being in the Society, which faction to join, etc. I'm looking for fluff ideas, and then I'll see how they pair with the mechanical ideas.
If I go with a more "outdoorsy" theme, then it'll be a Hunter. If I come up with a deity to follow and good story to go with it, then it'll probably be a Huntmaster Inquisitor. I'm really not married to either right now, though I will say I've enjoyed reading about the Golarion gods and coming up with character ideas that go with them.
For this PC, I think I'm leaning towards a good alignment. Neutrals are allowed in Society, and I have a few of those PCs already. But I just feel like making this one more heroic. I'm not sure why, but I'm going with it.
Drahliana Moonrunner wrote:
And then of course there's the thing that happened with names of immigrants on Ellis Island which was satirised in Alien Nation.
Yup. Happened to my great grandparents at Ellis Island.
And Alien Nation was great - the movie and the TV show. I may have to go back and rewatch those one of these days. I'm pretty sure I have them on DVD.
Step 2 is completely unnecessary. You can do this just as effectively on scenarios you haven't played/GMed before, so you really don't know what's coming. Just keep the statements vague, and you'll be "right" often enough to claim to be a true fortune teller. That's how fortune tellers do it in the real world. When you're playing Pathfinder, vague predictions of trouble coming, and a fight about to start will be right more often than they're wrong.