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So I could swear I saw this mentioned here somewhere, but I can't find it now, and I don't remember if there was a definite answer.
If a paladin is in the Silver Crusade, and finishes 4 goals on their faction card, what does this benefit do for them (if anything):
Does it mean they get an additional use of Lay On Hands, using a different level than their actual paladin level, beyond their normal LOH ability? Or does it just not benefit paladins at all?
Everything exists in Core campaign. There are adventures that have oracles, alchemists, summoners, magi, etc as enemies. You just aren't allowed to play them yourself. Just like all the races that exist in the regular campaign, but you aren't allowed to play.
The game world doesn't change when you play Core. You just aren't allowed to use all of the options when making your PC.
Really? In early seasons, it was a recurring joke that undead, swarms, and darkness were WAY too common in Society scenarios.
Agree with a lot of the suggestions above. Add in Frostfur Captives and Rise of the Goblin Guild as two more that don't focus on undead. They focus on goblins instead. *evil grin*
I like where Latrecis is going with this. Bluff the PCs into going to the clock tower first. But instead of having his "guards" join them, he should pretend to be alone.
Let them deal with the clock tower like normal. Wait for them and Xanesha to beat the hell out of each other while he holds back. When it's nearly over, he signals the other cultists (from the sawmill) to join him in attacking the winner(s) before they can heal.
He'll have all 4 of his key skills trained by level 2. I'll probably never put a 2nd rank in the craft skill.
The problem will be trying to keep diplomacy, sense motive, and knowledge religion all trained with only 2 ranks per level. I can't even use my favored class bonus, since I'm using that to get 1/6 of an extra combat feat every level. I'm actually thinking sense motive may become his best skill.
That's fine. Play your character the way he'd normally act. Varg may be wiser than he was 20 years ago, but he can still be duped. That's part of the charm of the character.
I do want to train him in Sense Motive next level, though. It's a class skill and definitely appropriate for the character, along with knowledge: religion.
But he only gets 2 ranks per level, so I couldn't take all 4 skills that I plan on training for him up front. Diplomacy seemed like highest priority, to make up for his ugliness (7 charisma) with a friendly personality. Though given his background, Sense Motive may actually have made more sense at 1st level. And his religion literally requires having a craft or perform skill - clergy of Shelyn are expected to do something artistic every day.
If things look bad, Ironbriar might be willing to sacrifice his fellow cultists, too. Remember, as an elf, he's been with this cult since the beginning 100 years ago, so he's already outlived at least one or two generations of human partners like Vorel Foxglove. He would probably have no problem with just giving up on the the other cultists now and starting fresh with a new batch in a year or two. His only concern would be making sure the PCs don't find anything at the sawmill that would incriminate him.
I should probably explain Varg's motivation here, since I haven't gotten around to coming up with all the details of his back story and putting it in writing yet.
He used to be a criminal. As a kid, he was bigger and stronger than the other kids, but he wasn't a bully. In fact, because he's so hideously ugly, and not very bright, he was the target of bullies, at least when it came to taunting. Because of his size, it never got physical.
As he grew to be a hulking teen, he was recruited to be a street thug, and he went along with it because he was dumb and easily duped. One thing led to another, and he ended up taking the fall when a criminal enterprise went badly (this is among the details I haven't decided on yet), and he ended up spending 20 years in jail.
That's where he found religion and decided to join the priesthood. Since he was in Taldor, where Sarenrae (the usual redemption goddess) isn't openly worshiped, it was the clergy of Shelyn who showed him the light. Realizing he wasn't well suited to preaching or creating great works of art, the other priests convinced him that using his physical prowess to fight the evils of the world was where he could do the most good. So he went along with becoming a warpriest, despite truly wanting to find everyone's inner beauty and help redeem evil people, rather than killing them.
But that's why he's VERY cautious about going into this house where he's obviously not wanted. He doesn't want to be a burglar. He's a good guy now, not a criminal. The last thing he wants is to do something obviously illegal, whether he gets caught for it or not. He might not be intelligent, but he gained quite a few wisdom points during the 20 years he spent thinking about his past mistakes while in prison.
It's been a while since my group did that section of the adventure path, so I may be remembering wrong, but isn't Ironbriar supposed to be angry at Xanesha and turn on her if the charm is broken?
If so, then he'd probably like to save his cult, if possible. But if the PCs seem capable of taking them, then he'd probably just go ahead and give them Xanesha's location and pretend he never did anything wrong, except when Xanesha forced him to. That way, he gets off scot-free and just starts over with his cult after the PCs leave town.
Ok, so here's a lot of what I've got.
They have the map/note from Mokmurian, indicating that Xaliasa might know about Runeforge, so here's what I've got if they ask about him
Who is he?
This next one borrowed from a suggestion in the earlier thread:
Will we find info about Runeforge by finding him?
Where is he?
Since Runeforge is protected by magic to prevent its location or method of entry from being known, even to the Runelords themselves, I'm going with this slight variation of the above if they ask the direct questions.
That's also good for direct questions about Karzoug, his current forces, the location of Xin-Shalast, etc. But if they ask how to find Runeforge or Xin-Shalast, the answers are in Sandpoint, so this works:
That will lead them to Scribbler for info on Runeforge, and to Brodert Quink's notes that he didn't bring with him to Jorgenfist for info on the dwarves who found Xin-Shalast.
Who else has been marked with the Sihedron star?
What did Karzoug mean when he mentioned the "armies of Xin-Shalast"? Did the army of Xin-Shalast survive the fall of Thassilon?
Where could we find a dominant weapon suitable for defeating Karzoug?(Still need a good rhyme to tell them that no such weapon currently exists.)
If they ask about Leng, we'll start with a knowledge: planes check. Not sure how much I'll give them from divination. I might just say it's too mysterious for conventional divinations to penetrate.
Running low on time, as I'm prepping for a session in 5 hours. My group is still in book 4, technically, having just killed Mokmurian, driven off the giant army by showing them his head, and then doing a ton of research in the library. They're interested in Xin-Shalast already, for obvious reasons, though hopefully, they'll be smart enough to go to Runeforge for weapons first.
So between their research in the library, asking Brodert Quink, and the oracle spamming the Divination spell, they're likely to touch on the subject of finding Xin-Shalast, which is why I'm trying to prep for this section a little bit, just so I know what hints to give them.
The adventure (anniversary edition) talks about various ways they can find out about the dwarf brothers, but I'm unclear on how they're supposed to find the exact location of their cabin. Can someone point me in the right direction?
So I've realized that if they ask directly "Where is Runeforge?" or "Where is Xin-Shalast?", I should give them an answer to let them know that's hidden.
And obviously, there are a few other questions above that will give the same non-answer.
But if they think about it, they might realize that asking "How can we find out where these things are?" might have a different answer than simply "Where are they?".
Since they have Brodert Quink with them at the library of Jorgenfist, and the key to finding Runeforge lies in returning to Sandpoint and finding Scribbler's clues, here's what I came up with as an answer to "How can we find out where Runeforge is?"
I'm still coming up with exactly how I'll answer some of the others.
I've wondered that at times myself, both for this adventure (the one and only time I've actually liked Pathfinder haunts), and in my many Pathfinder Society games where haunts have come up. I'd recommend asking the same question in the rules subforum instead of here, just leaving out the specifics of the adventure.
Yeah, much of it is stuff that Divination can't answer. I think I want to come up with a good rhyming way of saying "I can't answer that".
And they're really not just trying to use this as a crutch. They just really don't know what other leads to follow, since they haven't found out about Scribbler yet, and they're brainstorming possible questions. They probably won't ask most of these once we actually get together and the first couple fail.
Would all information about Runeforge be magically blocked, or just its location and how to get in?
As for the other questions they're considering, here's the list of questions I pulled out of their emails of things they're considering for Divination questions, though some might just be library research at Jorgenfist:
who else is out there marking people with the Sihedron and killing them?
They're also thinking of researching the other runelords in the library, so I'll provide them with basic names and which sin they're associated with, and maybe a little bit more about that.
Even if you don't want to help me come up with rhyming answers, recommendations about how much information they should be able to get would be useful.
So funny story... Relyn started out as human. Since all they had left was dust, he didn't qualify for Raise Dead, but they did have Mokmurian's scroll of Limited Wish. So they used that to copy a Reincarnate spell.
He came back as a halfling, who looks like the old Relyn, but much shorter, and with hairier feet. And for a casting focused oracle, boosting dex while losing str doesn't hurt, so he actually came out pretty good on that deal.
So I'm GMing a campaign with an oracle who has Divination as a known spell. The spell description specifically says that you know the spell failed if you don't roll high enough on the base chance of success. That's happened once or twice before, and we just say that the spell fizzles.
My question is how should I handle it if the spell is prevented from working by outside magic? ie They try to ask a question about something with extremely powerful magic that prevents divination type spells from working on it? We're getting into higher levels where such stuff does exist in this campaign.
I'm debating between giving them an answer that says that the truth is hidden, or just having the spell fizzle as if they rolled too low. What would the rest of you do as GMs?
You get two negative levels when you're raised from the dead. Restoration can only be used to cure one negative level per week of game time. So you have to suffer with a negative level for at least a week every time.
Here's the first thing I thought of, in answer to the question of why Karzoug suddenly woke up after 10,000 years.
This is something of a twofer, since it also answers their question of whether Mokmurian was a willing servant or dominated by Karzoug. Neither question is key information, so I'm fine with giving them a relatively straightforward answer, unlike some Divinations.
I think the toughest part of this will be giving them a poetic answer about the fact that magic blocks Divination from giving them Runeforge's location.
Back by popular demand! Or not...
My party just killed Mokmurian and used the library below Jorgenfist very well (they got all the info available). Now, they're trying to decide what to do next, and they've got LOTS of leads they want to follow and questions to ask, and nothing immediate to do that would prevent them from just casting Divination over and over, since the oracle has it as a known spell. They'll make their way back to Sandpoint eventually - they already teleported back there to pick up Brodert Quink and bring him to the library to help with research, so they'll need to return him in a week or two, tops. I dropped a hint about the earthquake, but didn't go into detail yet. But once they go back there, that will be the plot hook to get them into Sins of the Savior.
But in the mean time, they're emailing back and forth about the many, MANY questions they're thinking of researching in our next session. Things like the locations of Runeforge and Xin-Shalast, details about Karzoug, etc. They even thought about the very proactive question of where else large number of people may have been marked with the Sihedron star, so their deaths will fuel Karzoug's rise.
And unfortunately, we're playing this weekend, so I don't have a ton of time to prep for all this. I'll come back here later with more specifics, but if anyone has thoughts on dealing with the most obvious questions, let me know.
I have a buff/heal focused halfling cleric in PFS with the Helpful trait, so I can give +4 on an aid another action. At low levels, this gives me something to do in combat when I want to preserve spells and domain abilities.
In PFS, I see aid another used constantly on skills, but not very often in combat.
The best use I saw in combat was against an enemy magus that could hit REALLY hard, so one grappling specialist grabbed him to stop him from using his nova attacks, and everyone else piled on with a flank and aid another actions to help get him pinned quickly. One of the most notoriously dangerous foes in a Pathfinder Society scenario was pinned quickly and didn't get a chance to kill anyone.
It really depends on what you're fighting, too.
If it's a flying wizard casting spells at you, then readying an attack to interrupt spellcasting with a composite longbow can force a concentration check, even if you're not doing massive damage, and the wizard is less likely to have DR.
Many of the creatures on Alakallanar's list aren't going to just use ranged attacks and never come close for melee. They'll do both, either with fly by attacks, or whatever. If the fighter chugs a Fly potion and goes after them, they may go toe to toe with them, knowing it's just the one melee guy instead of landing to fight several at once.
But Alakallanar might be right that the Fly potions can be saved for level 7 or 8. I said 5 or 6 without thinking it through in detail.
So by flying up there, my melee guy caused the enemy to move away and take only one attack, instead of full attacking? Mission accomplished! The melee guy just helped the party fight the flyer. That's a pretty effective debuff right there. Now, let's hope the wizard and archer can do enough damage to kill him while the melee fighter continues debuffing this way.
Why does everyone keep talking about this as if it's a solo fight? We're talking about ways for a melee guy to help in fights where the rest of his party need to step up and be the stars. He doesn't have to shine here, he just has to avoid being a useless lump. Pick up a sling or composite bow at low level, and potions of Fly by around level 5 or 6. Simple. Why is this a debate?
Fly spell gives 60 fly speed, slowed to 40 in armor or medium load. So you can move up to 80 if you double move. That should get you near the enemies relatively quickly, if they don't start too far away.
At higher levels, I agree. Potions of fly are totally worth the money. Every melee type should have one buy level 5, and carry 3 or 4 at all times by level 7 or 8. It's the brand new level 1 PCs without a sling, complaining that they can't help against flyers in a level 1 adventure that bug me.
Also, about melee types having trouble with fly checks, that really shouldn't be an issue most of the time. You only need to make fly checks in specific circumstances, like sharp turns, or going straight up. They'll drop 10 feet when they take damage, so they'll constantly have to fly back to the enemy, but just being able to get up there and give chase should be good enough. As others have said, flying critters frequently have lower HP/AC and other stats to compensate for the advantage of being able to fly.
Well, this confirms that the rest of the Order didn't see Belkar fall and save him. I still don't think he's dead. We haven't seen the "x"s in his eyes yet.
So it's currently another tied up vote, with one more demigod left to vote, and we have a mystery vampire in the room with the Order's animal friends. I will admit to having no idea what's going on with either, although the theft of Banjo by that vamp might actually be the plan.
So I probably should have asked this a while ago, to give more time for responses, instead of waiting until 8 hours before our next session. But here it is, anyway.
Last time, my group killed Mokmurian. If they walk up to the other levels below Jorgenfist carrying M's head, will everyone up there just surrender to their authority? They've already got Conna as an ally, and killed Enga and General Galenmir on their way in. I know the rank and file giants won't be an issue.
It's mostly the lamias and Lokansir that I'm worried about.
I think the lamias are smart enough to play along with accepting the PCs and/or Conna as their new leader (however the players decide to handle that), but then return to Xin Shalast at the first opportunity.
I'm not sure if Lokansir is that bright, or if he'd cause trouble and actually fight the PCs just because he's stupid and mad at them for killing Mokmurian.
I'm also not sure if Conna would warn the PCs about these enemies, and what she would tell them. Since she didn't go down to the lower level with them, they'll probably run into the lamias before Conna when they come back up.
On the other hand, I bought a composite longbow for my barbarian's raging strength bonus (before adaptable was an option), and still carried potions of Fly. I once flew after a dragon as it was running away and killed it in melee with my claws (Beast Totem) before it could escape. Of course, it was only running away because it was already heavily damaged, but it still makes for an awesome story.
FYI, those don't work on tiefling hooves. I have a friend who wanted to do that, but we looked it up, and it doesn't work.
Tim, don't let it stop you from going to conventions.
Bring photocopies of the pages from books you own. You bought them. Paizo got your money for that book. You've got nothing to feel guilty about.
At 99% of tables, nobody will ever notice. If you're ever in a situation where someone does notice, just play dumb and pretend you didn't know it was against the rules. That'll work for your first time, anyway. Given how many people I see getting away with just looking things up on the SRD on their phones when rules questions come up, because they don't own the book, or didn't bring it with them, this is a very minor offense.
In my case, I carry the Core Rulebook and some splat books to every game day and convention. But I have PDFs for most of the newer stuff, and just print the pages that apply to my characters, and usually bring my tablet with those PDFs, too.
The two exceptions are the Inner Sea World Guide and Inner Sea Gods. Those are more "fluff" type books that I would want to sit and read, and I prefer hard copies for that. Besides I bought them from local game stores, partially to support the store, rather than ordering them online. So on the rare occasion I need some "crunch" from one of those for a PC, I photocopy that page from the book. I think I've got two feats and a trait that I've done this with, for 3 different PCs. I've never needed to show any of those to anyone, so the question of these being photocopies instead of printouts from a PDF has never even come up.
Exactly. I play Pathfinder Society, so there are various random people at the table each time. I can't even count the number of times we've had a melee guy who didn't even have a ranged weapon at all. They might not finish things off quickly like they would in battle, but at least it lets them help a little against flying foes. Given that you can get a sling and 10 bullets for 1 silver piece, there's really no excuse for anyone not to have a ranged weapon.
That depends. Make a skill check to see if you can succeed at that.
Because if you assigned them by the date on the chronicle sheet, the GM credits would come before the credit for playing. And that's obviously wrong, since the play took place based on what the PC looked like before the GM credits were applied.
But I can see the point in saying that GM credits should be applied in order. The play credit needs to come before any GM credits that were assigned while the PC was locked up for playing, though, despite the inconsistency that creates if someone were to audit based on the dates on the chronicles.
Tim Statler wrote:
I usually just go with oils of Daylight for that.
The worst corner case I can think of would be if applying credit to a PC makes that character ineligible for something else.
For instance, you've got a PC who is 1 xp away from level 6, and you start playing him in a level 1-5 pbp. Then you GM a level 1-5 scenario. You couldn't apply that GM credit to that PC, because the pbp you're currently in should kick in first and make him level 6. Unless you do slow track, of course.