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Yeah, he's definitely turning his head around to look over his shoulder, and the shield is still strapped to his back. Compare to the previous panel, where he's standing behind the tiger, facing the the ship.
And yeah, that cat does seem to be an animal companion these days, while the tiger is just a pet.
Anyway, Durkula wasted time... If he knew the location he could just say that he received sending from high priest with the information and coordinates and convince the party to go to get help in their mission... Sense Motive isn't the party's strong suit, vampires get a racial bonus, and Roy wants to believe him anyway.
Roy would have bought it, but Belkar's already suspicious, and Haley's constantly telling everyone else to grow a Sense Motive, so I think she might have been suspicious, too. With someone other than Belkar calling him out on it, that might have been enough to make Roy and V stop and wonder, instead of just playing along.
By Durkula leaving himself completely out of the equation for how Roy found out, it's far more subtle and easily successful.
So much for my theory. LOL
The black raven wrote:
2) With all this golem-ruckus, we have all overly focussed on Haley and conveniently forgotten about Durkula. I am betting on vampire action in the coming weeks.
Don't even ask about the train of thought that led me to this, but I just had an interesting thought about why Rich may have inserted this side plot at this time.
If Grubwiggler really is a powerful necromancer, you'd think he'd know something about vampires, and also have high enough will saves to avoid vamp hypnosis. My guess is that he'll either 1) blow the lid on Durkula (unlikely) or 2) cut a deal with Durkula to save his own skin and advance Durkula/Hel's agenda (MUCH more likely).
So after all the debate in this thread about how to handle it, this ended up not being an issue. The sorceress took Teleport as a known spell on the level up, though they surprised me by teleporting to Magnimar instead of Sandpoint. They figured it's only a day by horseback between them, so this would give them a little time to sell their loot, get new equipment, and ask the Lord-Mayor of Magnimar for reenforcements.
Then they did a Divination to find out when the attack would be, and realized Magnimar wouldn't have time to assemble an army. They're pretty much on their own, plus Sandpoint's militia and a couple of NPCs who may be a little useful, just as the AP intended. I gave them a day for travel to Sandpoint before the attack will happen, but they decided to teleport that morning instead of riding horses, so they'll have a full day in Sandpoint to prepare for battle and evacuate as many civilians as possible.
So next session, they'll arrive in Sandpoint, prep for battle, and the attack will begin!
Yeah, even when it fails, it's scary. When I ran it a few weeks ago, I got the party paladin down to 2 HP on the behead attempt, and my description of it trying to rip his head off had them all in a panic to kill the thing THAT ROUND before it could try that again. Of course, it was already heavily damaged by then, too, so they did manage to kill it and free the pally before he died, but that sense that it was a tough fight that they barely overcame before another party member was killed made it lots of fun.
I love living in Chicago. It has all the advantages of a big city (tons of good restaurants, museums, live music, summer festivals, public transportation, more Pathfinder groups than I can count, etc), with a friendlier midwestern attitude than most big cities. And as mentioned, the drivers here are pretty tame compared to what I'm used to (just moved here from Florida two years ago).
Worst drivers: Florida. And the further south you go in the state, the worse they get. Miami drivers are just downright scary, and that's coming from someone who learned to drive and spent 2/3 of my life living in the 2 counties just north of there. I was amazed when I first discovered that as bad as the drivers are in Broward and Palm Beach counties, they're actually MUCH worse in Miami.
Back on topic, I've found that most of the maps for Runelords don't quite fit on a single flip mat. You can tell that Paizo started publishing those 24x30 blank mats after they published this adventure path, because there are so many 26x32 maps in the adventure, which I'm assuming was some sort of standard size at the time. As mentioned by someone else above, I just broke Thistletop into two sections, separated by the bridge in between.
But now we're up to Hook Mountain Massacre, and that Fort Rannick map is just huge, if you try and give them the overall map with the exterior, moat, outer wall, courtyard, and all inner buildings. I have a big rollout map (48x36), and I was thinking of using that and just telling them that each square is 10 feet instead of the usual 5. But combat might not occur there, depending on how they handle it, or only in certain sections, so I may refrain from drawing it and just draw small sections as needed when we play that part.
I'm also worried about the start of the 4th book, with all of Sandpoint becoming a giant battleground. Not sure how I'll handle that.
So... funny story. I decided to just go with it tonight. They were in Sandpoint for just one night on their way east from Magnimar to Turtleback Ferry, so I had a farmer report spotting the Sandpoint Devil, and they went out hunting. With two rangers in the group now that Shalelu joined, they were easily able to track it to the Devil's Platter and confront it.
First round, Shalelu wins initiative, rapid shots, and only one arrow hits, for 4 points of damage after DR.
Next comes the devil, and it howls at them (its bay ability). EVERY SINGLE PARTY MEMBER, including horses and an animal companion, misses the save, except for the paladin, who ironically rolled high enough but would have been immune regardless.
So they and their horses run away in a panic. I decided the devil had just eaten a cow that night, so it wasn't particularly hungry, and didn't bother chasing them down. They decided not to try again immediately (the paladin and ranger who really wanted to hunt it got voted down), but they promised to come back and try again after they're higher level.
New update: Craft Wondrous Bauble
Best zinger V's ever gotten on Blackwing. Luckily, Blackwing was too distracted to notice.
Lot of good little details on this one. Love the hat stores in the first panel, and the fact that the gnome's standing on an elevated platform, which is why he's almost V's height.
Jayson MF Kip wrote:
It doesn't come up often to be a prepared spell, but I'd agree that it's a good scroll to have.
While we're on the subject, all spellcasters should carry scrolls of at least 10 times as many spells as their character level. If you're level 1 and played your first adventure, then you've got at least 400 gp to spend on level 1 scrolls for 25 gp each. By level 5, you can easily have scrolls of 40 or 50 different "utility" type spells that aren't worth having as prepared spells, but could be useful to have around once in a while. Comprehend Languages should be near the top of that list for almost any casting class.
And if any non-caster wants a buff spell cast on them, bring your own scrolls, potions, and/or wands.
I can't say I've ever had too much gold on any character. There's always something I still want to buy.
For most of my PCs, I intentionally save up my prestige until I have the 21 for body extraction and raise dead, other than spending the first two on a cure wand.
But I decided that I'd intentionally play one particular character more recklessly, and I've been spending his prestige after every adventure. At level 4, I'm having a hard time coming up with more stuff for him to spend it on. I've used it on wands of Cure Light, Infernal Healing, Protection from Evil, oil of Daylight, potion of Fly, scrolls of various situational spells that could be useful (Comprehend Languages, Air Bubble, etc). I finally decided to save up the 5 prestige for body retrieval, since that can't be paid for in cash, and he's up to the level where he could probably afford a Raise Dead if it came up (possibly relying on other party members to chip in a little).
Here's my own method for building an effective character (which I've posted to these forums multiple times before). Bear in mind that this only refers to making a character who will be useful mechanically, and has no bearing whatsoever on the personality or back story.
1. Pick a specialty in combat.
Now make your character good at those 3 things. Aim for great in either #1 or #3 as your character's primary specialty. But never shoot for mega-awesome-best-in-the-world at anything, because that usually requires putting too many resources (stat points, feats, traits, money spent on equipment, etc) into one thing, and not leaving enough for the other two.
Don't try to have a 4th thing your PC can do well, because you'll spread yourself too thin. Occasionally you'll have a character build that just naturally has more things they're good at (bards and rogues tend to be good at multiple things outside of combat, for instance), so you can just go with it, but don't try too hard to be good at all of those things if they require any investment of resources.
Examples from my own PFS PCs:
Tattooed Fey Sorcerer
Gnome Prankster Bard
As I mentioned in the first post in the thread, I think the wording in Ultimate Combat and Ultimate Equipment about "GMs may add other weapons to these groups" IS the official rules answer. That's why this is a PFS specific question. It's up to Mike Brock and John Compton, as the lead GMs for this campaign, to make that determination for weapons in PFS.
And until they do, I'll avoid making my character and potentially facing table variation. But I know I'm not the only one wondering about this. It's not exactly a critical question, so I don't expect this to be their top priority, but hopefully, it won't take too long for us to get some sort of response.
Thanks to everyone who clicked the FAQ button on the first post - that was the main point of the thread.
Quick summary: Fighter weapon groups have been defined in multiple books. Each time, they give a "complete" list of all weapons that fall into each group. Notes in Ultimate Combat and Ultimate Equipment have said something like:
Ultimate Equipment wrote:
For the purpose of the fighter class's weapon training ability, weapon groups are defined as follows (GMs may add other weapons to these groups, or add entirely new groups).
But there are plenty of PFS legal weapons that aren't mentioned at all in these lists, such as the new weapons introduced in the Advanced Race Guide. Common sense would dictate that the dwarven longhammer from the Advanced Race Guide would fall into the hammer group, and any home group GM who doesn't allow it is violating Wheaton's Law, but we all know that PFS runs on pure RAW, not common sense.
So here are the questions, as specific as I can make them:
1. In Pathfinder Society, are all legal, non-improvised weapons assumed to be part of at least one weapon group?
2. If the answer is that they're always in a group, can we assume that the obvious, common sense answers can be used to add them to groups? (ie Anything with "axe" in its name is in the axe group, anything with "hammer" in its name is in the hammer group, anything with reach is in the polearm group, any weapon that's worn instead of wielded in a hand is in the close group, etc)
And before anyone says this is a rules question, not a PFS question, that's why I included the quote from Ultimate Equipment, above. Paizo has already published their official answer to the general rules question. I don't expect them to ever clarify that further than the quote above. It doesn't help PFS. That's why this is a PFS specific question.
I really wish they would reprint a few of the older maps.
Unfortunately, Paizo has a strict corporate policy against reprinting anything other than core hardbook books (stuff that's on the PRD). They've also got a strict corporate policy against questioning any of their 10+ year old policies, to see if they still make sense. I'm assuming the people behind both of these policies have pointy hair and look like Dilbert's boss.
Another time saving tip for GMs: Tell the players not to do any math unless you ask for it.
I've seen lots of people sit there and spend 30-60 seconds adding up their attack bonus, temporary buffs, flank bonus, etc every single turn before they roll the d20 to see if they hit. Half the time, they roll so low or so high that it just doesn't matter. Have them roll, and if it's really obvious that they'll hit/miss based on the die, then the details of the math become irrelevant.
I have always seen him as a coward that refuses to be held accountable for his own mistakes.
That's definitely how the writing of this scenario portrays him. It also portrays Drandle Dreng as over-estimating Nigel.
So I was doing last minute prep to run this tonight, and I had a question I wanted to post here, but now I can't remember it. Expect me to be back in this thread in the next couple of hours.
"Mobs" predates both "toon" and MMOs. The term comes from MUDs (Multi-User Dungeons or Domains) - text based internet RPGs of the late 80s and 90s, which were the text based predecessors of MMOs. On the object oriented programming side of things, everything in a MUD was an "object", and monsters/NPCs were generally the only objects that could move by themselves, so they were considered "mobile objects", or "mobs" for short. I saw that term in use as early as 92, but it could be even older than that.
Perhaps the player will chime in here, but I've run and played with a character who has a Wand of Obscuring Mist and he wears a Goz mask (allowing him to freely see through any such obscurity) and uses the combination quite liberally causing all sorts of grief for the bad guys. It's a very clever combination and very powerful in certain situations.
Not really relevant for this thread, but I use a similar trick with one of my characters.
I have a race boon for a Sylph, so I made a Sky Druid with the Weather domain and the Cloud Gazer feat that lets me see through clouds (even magical ones). So I get Obscuring Mist and Fog Cloud as my first two domain spells, and I can see through them, right from level 1, no equipment necessary.
I figure this is a great way for a casting focused druid to stay out of trouble. Just sit in the back hiding in a cloud (not even standing at ground level once I hit level 5, since the archetype will let me fly) and cast stuff at the enemies who can't find me to fight back. I've only played the character once so far, and actually didn't get a chance to do this yet, but I figure it'll come up a lot in this character's adventuring career.
Ed Reppert wrote:
I'm worried about the first and last encounter. They seem extremely likely to TPK. I'm unsure what can reasonably be done to not kill the PC's. Outside of hardcore power gamers it seems likely to TPK in the first and last encounters.
The first fight definitely shouldn't TPK. The robots are trying to kick out intruders. If the PCs leave the building, the robots shouldn't pursue. That makes running away a very easy option.
When I played it, my sorcerer didn't even enter the building until that fight was over - I spent the whole time casting from just outside the doors. The robots are smart enough that they would have targeted me if I'd kept at it after my teammates went down inside the room, but that never happened, because my teammates were always in the room drawing their fire.
Coming in late. My personal code of conduct actually forbids me from participating in threads with the word "paladin" in the title, but I failed my Will save, so I fell.
The entire thread in a nutshell, right there in the bolded text. That sums up every single paladin code debate in the history of the game, going back to 1st edition AD&D.
Durngrun Stonebreaker wrote:
Your argument seems to be (and I'm sure you'll correct me) that you don't like good characters, but you're okay with them if they can be browbeaten into giving up their convictions. However the paladins are harder to browbeat because there are actual in game repercussions for them betraying their character concept.
I'm still waiting for Hangman Henry to correct him, because this really does seem to be true to me. If it isn't, then Henry needs to speak up.
I have a lawful good cleric of Sarenrae who other players don't like me playing sometimes, because I won't let people kill prisoners or turn down a surrender offer from enemies. Sarenrae is the goddess of redemption, so I'll always let enemies have a chance to be redeemed. My first paladin character, on the other hand, is an Oath of Vengence "smite them all" type who figures that anyone who starts a fight against the good guys has already made their choice and doesn't deserve redemption, so I don't stabilize fallen foes or prevent my allies from killing them with that paladin. My second paladin is kindler and gentler than that, so more like the cleric.
Hangman Henry IX wrote:
yeh i guess it just seems to me that there are players who will use the threat of loss of class mechanics in order to browbeat other players. i don't think it is good to put tools like that in players' hands.
Those tools aren't in the players' hands. Anyone who thinks they are is in the "wrong about how the class works" category. A paladin doesn't fall if they work with someone who violates their code. The Core Rulebook even explicitly states that they can work with evil for the greater good. So why wouldn't they be allowed to work with my chaotic good prankster bard gnome (in the Silver Crusade!) who lies a lot? Or a cleric of Asmodeus, as in the group I GMed on Monday, where the Asmodean hated the devout Cayden Cailean worshiper more than he hated the group's paladin. At least the paladin is lawful.
And yes, the Pathfinder Society can be seen as the greater good. It's a neutral organization technically, but leaning towards good. Many good people, including paladins, intentionally join just to help aim the organization towards doing more good. That's the entire mission of the Silver Crusade, after all. So even if you're just on a truly neutral "go retrieve this artifact" mission, succeeding in the mission is ALWAYS considered to be "for the greater good", and allows a paladin to work with less honorable people to do so.
Plus, there's the fact that paladins take oaths pretty seriously, and every paladin in the Society presumably swore to "Explore, Report, Cooperate", so they need to obey that "cooperate" party.
Hangman Henry IX wrote:
My issue with the standard paladin code is that it is the one that most frequently comes into conflict with the missions given to pathfinder agents. They are sent in missions where if they do what they are told they break their code (by lying)
I have never seen a PFS mission where every member of the team is required to lie. There are quite a few where you're told not to let anyone know you're Pathfinders. There are one or two where one member of the group has to lie, while the others stand around watching it happen. But the paladin is never specifically ordered to lie. Once again, they're allowed to work with others who don't follow the same code as themselves, as long as it's for the greater good.
I've actually played with paladins at the table in 3 of the scenarios you mentioned earlier where you thought they'd cause problems, and there were never any issues. And for the record, my favorite answer to the "Are you a Pathfinder?" question, when you're supposed to be undercover, is "He does the talking, I'm just the muscle", and point to the bard with the maxed out bluff skill.
TL;DR: It's not that people are trying to water down or ignore the paladin's code, as you say in many of your posts. It's that the code isn't nearly as restrictive as you seem to think it is, and never was.
The pits made by the spells are dimensional space. You don't make an actual pit in the ground, so you can't use it for excavating or landscape decoration.
No, but with creative placement, you can still use it to bypass doors or walls. Have the pit go under the door, so you can climb down the pit on one side of the door, and climb out of the pit on the other.
Hasn't anyone told these people that skipping 1st level is what GM credit is for?
Also, up until now, Knowledge (Arcana) was the skill needed to identify the abilities and weaknesses of Constructs. As per the Technology Guide, Knowledge (Engineering) is now the skill you need to identify Constructs with the Robot subtype (though you do not need the Technologist feat to do so).
Just make sure that the construct in question actually has the robot subtype. Just to confuse things even more, there's one construct in a season 6 adventure that's clearly technological, but it still uses Knowledge (Arcana), because its subtype isn't robot. It makes no sense whatsoever, but that ruling has been confirmed by John Compton.
Chris Mortika wrote:
The individual scenarios ALWAYS say "See Ultimate Magic" when there's a magus NPC involved. And if there's an oracle NPC, they ALWAYS say "See Advanced Players Guide". There's usually a page number given. Heck, every single monster specifically says which Bestiary to look it up in. That's just the way PFS scenarios are written.
Just this weekend, I've been prepping a scenario to run tomorrow where some of the NPCs have a prestige class from Inner Sea World Guide (Red Mantis Assassin). Not only does the adventure list the page number from ISWG, it also gives the relevant rules in the stat blocks of those NPCs for those GMs who don't own that book.
If there's a scenario that wants the GM to use non-Core assumption rules, the scenario WILL say so. Otherwise, the GM has no reason to know that there's something they should be looking up.
The new Guide to Organized Play gives some basic rules for tech items for season 6. It doesn't talk about the DC of identifying tech items or robots. Thus, if the rules aren't the same as identifying any other construct (knowledge: arcana with a DC of 15 + CR, since they're such rare "creatures"), then the scenario needs to explicitly say so.
Rhapsodic College Dropout wrote:
I use Grease on giants to great effect. Target their massive weapons, and its a Reflex save every round until it drops and it stays coated for quite awhile. Use Heightened Grease if you really want to make it stick.
This is incorrect. This is actually a very common misconception about Grease, but I just recently learned that I've been playing it wrong all along.
If Grease is cast on an attended item, and the creature holding that item makes the initial saving throw, then the item doesn't get greased. Thus, there are no subsequent saving throws to see if they drop the item each round after the first.
That said, Grease is still a decent option against giants, just not quite as powerful as RCD thought.
You draw the line at the point that it's intentionally deceitful.
Ok, I didn't realize you were talking about druid specific domains from Ultimate Magic.
Nefreet's post covers it. Clerics and inquisitors in PFS must have a legal deity, and choose their domains from those offered by the deity, and none of the deities offer those druid domains. So this doesn't work in PFS.