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Normally I'd agree with you, but in this particular case of a progressively increasing DC, I would ABSOLUTELY let the character somehow know that it's getting harder to ignore the suggestion. It's much more dramatic to watch the character try to decide if the risk is too great than to just suddenly go too far. In fiction, the character's friends are often the ones to notice the change, and can bring that to attention, so you might want to give them a sense motive check rather than just say the fighter senses her sword's getting stronger.
Start having the sword not be satisfied with just one kill per draw, too.
Yes and yes. Grease requires careful placement if you want more use out of it than a single chance to make enemies fall prone. Of course, if you make an enemy have to move through a greased square to get to your party, you usually also have to worry about your allies having to get through the grease to get to the enemy. I like to use it to disrupt an enemy in the middle of a charge or to slow down enemies that are trying to flank my party.
I'm actually doing this with a single player who has only a little experience, playing Second Darkness. This might be helpful to you, but we did most of it so I could avoid work on the GM side, as I explain later.
We went with gestalt classes, and decided one should be paladin for the save boosts, immunities to a lot of SoDs, and Lay on Hands. The player picked evoker/admixture wizard for the other because he likes gishes and we thought the utility would be important. Divination would probably have been more optimized for one player, but eh.
Final result: Angel-kin aasimar, 25 point buy and cheated on the variant ability table to get an extra +2 INT in exchange for alter self. Gestalt paladin/evoker, relying on the Arcane Armor feats to avoid spell failure. Max HP, and all healing is maximized. To make up for the action deficit, we eventually also had to throw in the old version of haste, where you get an extra standard action each turn. I still limited him to one non-swift spell per round. Medium XP track when it should be Fast for the 3.5 rules tends to keep the PC less than two levels ahead of the where the game expects.
As for the GM side, I changed almost nothing. This is not my only campaign, just a side game we started when our normal group couldn't meet regularly. So I didn't even bother giving out favorable loot, and didn't convert the 3.5 stat blocks to PF, except for upgrading some drow to nobles to maintain the CR of boss fights.
The hardest part was a dungeon at the end of book one where the PC was only level 4 or 5 and had run out of spells, only making it through the dungeon by using a wand of CLW every round. I had a NPC ranger tag along as backup in book two, but he probably wasn't necessary. A fight with a dragon in book three was desperately close. Once the PC had enough gold to get a really high AC to became untouchable to most enemies, with no squishier party member to protect... you get the idea. We're in book 5, so not sure how the end will turn out yet.
This has been fun, but if we do it again, I'd rather the player played three or four PCs instead of just one super-PC to make things less swingy.
Sorry, but with that title, this needed to be done.
Oh, I've never fought a dragon,
*Big Stupid Fighter
I just want to say that Runelords is a great AP for an arcane trickster. You'll reach high enough level to actually get the capstone ability, someone with thief's tools is always useful, and it's great being a wizard in this AP later. But you definitely don't need Trapfinding for this one. Trap Sense is still very useful, though.
85. "Missed it by THAT much!" Fail an important roll by 1.
86. "Would you believe..." Fail an attempt to bluff an opponent into surrendering.
87. "Sorry about that, Chief." Decrease an authority figure's attitude towards you.
88. "And LOVING it!" Accept a suicide mission.
89. "If only he'd used his powers for niceness." Defeat a main villain.
90. "Second-biggest" Defeat a Colossal creature.
91. "Cone of Silence" Affect an allied spellcaster with silence.
92. "Agent 13" Successfully disguise yourself as an inanimate object.
Step Up is great for arcane duelists, who get Disruptive for free. I almost completely shut down a lich with it. If I had only been a level higher, I could have gotten free AoOs on all those fumbled concentration checks.
And there is a published teleportation wizard in the PFS scenario
[Fantasy Grounds / Teamspeak] Module Risen from the Sands (Tier 2-4) - August 4th, 2014 @ 6:30 PM (CDT / GMT -05:00)
Sorry for the short notice. I've got two slots open for Risen from the Sands (the Free RPG Day 2014 module) tonight on Fantasy Grounds. No software purchase is necessary for this game; you can just get the demo from the Fantasy Grounds website or Steam.
For complete information and sign-ups, go here. I have pregenerated characters available, or you can get me your character (levels 2-4, but please don't bring a level 2 on this one) early and I'll convert it. Better yet, if you have Hero Labs, go to File -> Save Custom Output and choose the Fantasy Grounds option.
Another reason not to allow drawing scrolls as part of a move action is because it's one of the options for the Cyphermage prestige class.
Cypher Lore wrote:
Swift Scroll (Ex): The cyphermage does not provoke attacks of opportunity when retrieving a stored scroll. If the cyphermage moves at least 10 feet, he may retrieve a scroll as a free action as part of his move.
I believe there's also a wizard archetype that uses scrolls as weapons.
I scale everything. 25% more monsters, 25% more loot (I've added some cool items from later books this way). If it's a unique enemy, I give it max HP and another class level or the advanced template, plus 25% more gear if it has any. If it's the only enemy in the encounter, I add a couple of half-its-CR minions. We don't use XP, instead going by the level-up guidelines at the start of each section.
Yeah, it's work. Worked well, so far (halfway through book 6). Mostly-melee-oriented party, with the biggest threat being the paladin's +7 charisma and aura of justice.
These are my two favorite games at the moment. Both look intimidating with all the card types (especially Firefly—there's 13 decks of cards!) but go very smoothly once you get used to turn flow.
One I just got for Christmas that's likely to join the top is Forbidden Island. It's the same game as Pandemic, with all players having different roles and every player's turn triggering new threats, except the players are teaming up to collect treasures and escape before the island sinks out from under you. It's simpler and faster than Pandemic (designed for a younger audience), but also much more dynamic as you are constantly losing parts of the island to flooding. You can also go to BoardGameGeek.com and get new tile layouts, some of which are brutally hard.
I really like Race for the Galaxy, too. You build up your civilization by settling planets, developing tech or institutions, or producing or selling goods. You have to choose which action you're going to take each round, but you also get to do the actions the other players choose that same round, so reading the other players is important.
There's also San Juan, which the same game except simpler and players choose actions in order instead of at the same time.
1. No, creatures must be summoned on a surface if they cannot fly. The key phrase is "Creatures cannot be summoned into an environment that cannot support them." This to avoid dropping whales on a monster's head. Summon an eagle instead. EDIT: OK, Beopere's quote is better.
2. Getting damaged doesn't make you lose your air, but fighting does. Full rules here.
3. I think you are correct about explosive runes. That's why they're nasty. A bit extreme for your PCs' level, isn't it?
4. I'm not touching this one except to say you may need to have a discussion about threat assessment before you start worrying about alignment.
I suggest you have the core of the swarm become a rat king dominating the other rats. Good way to add legend-y depth to the encounter.
The ideas above are great but I'd also add a way for the swarm to gain mobility, even up to flying or teleporting if the PCs can do that. Only thing scarier than a swarm is a swarm that you can't escape. (Protip: don't actually keep the PCs from escaping.)
EDIT: Hey, the rat king actually got stats in Bestiary 4!
What the creature with the flexible anatomy said. Pearls (and runestones) of power interact with your actual spell slots, not the theoretical standard. Magical Lineage means you need less "power" to prepare the spell with metamagic, so a 1st-level pearl of power will be all you need to re-prepare the spell.
And spellstrike gloves can be pretty nice when you're facing only one opponent, since you get the extra attack from Spellstrike and can still deliver a spell you normally couldn't. Worth the 8,000 gp at higher levels.
Pillage, THEN burn! It's Maxim 1 for a reason.
Assuming you don't do the thing with having the rangers in a root cellar, they're in a fix. They won't know about the secret passage into the fort, so they'll have to fight or sneak past a lot of ogres. Hope they can come up with a good distraction. They also may not realize that there's more ogres up on Hook Mountain that need dealing with.
Yeah, the books are really written assuming they have information. If you don't want to do a lot of work, your best bet is to give them more rangers to rescue, making the dead ones random spear-carriers. It's not clear if they've already investigated the wreckage. If they have, then you should make another encounter, maybe move Myriana's grove into the Kreegwood and have the rangers trapped there. Then Yap can come early looking for help.
Killer Power wrote:
There is a spell library that parses out simple damage/debuff spells for you, but hexes, pools, bardic performance, rage, favored enemy, etc. you do yourself. Players can create a library of effects or "spells" they use themselves. A witch can make a "spell" for the evil eye hex that triggers an opponents save, then click on the effect she wants to add to her target. A ranger can add the effect "ATK: 2; DMG: 2" to himself every time he attacks a favored enemy. A bard can set up bardic performance like it's a sorcerer's spell he can use so many times per day and select which effect he wants to use, and so on.
You can do just about anything by making a "spell" for any ability, but you do have to do it yourself. The only things the system doesn't handle easily off the top of my head are temporary adjustments to Max HP, mirror images, fortification, and size changes. I don't know if version 3.0 will change that.
I don't quite understand the question. If you're asking if there's a way to drop class levels on a character the same way you add items or spells to them, then no, you've got to add all that manually to each character. You'd be better off asking this question on the FG forums; there's people more familiar with how things work there.
If I let the black blade get a free upgrade via #0, then I have to allow the other players to ignore the enchantment when upgrading their weapons, including pricing, in order to be fair. Would anyone who has actually gotten this far and done this care to comment? Does this work, or is the +10 limit there for a reason?
That's easy enough. In games that use Hero Poins, Heroism is a Thing, like it is in Disney's version of Hercules. These spells suppress or twist a hero's metaphysical connection with Destiny.
In this case, yeah, commune or contact other plane would be a good way to tell if someone is a Destined Hero hero hero...
A similar excuse could be made for a PC minding out in an enemy NPC had hero points, if you wanted to go that way.
Or you could just cut the spells and magic items out of the hero point system. Whatever works for your group.
Normally, you can't modify the black blade of a bladebound magus beyond what it naturally grows into. However, the whole point of Sins of the Saviors is to get runeforged weapons. At the time of forging, the black blade will be at +4 with the ability to add +4 of enchantments more via the arcane pool. I'm looking for some advice on how to handle it. Here are the options I could use:
0) The magus may permanently enchant his black blade in the runeforge pool as if it were a normal magic weapon and it also follows normal black blade progression, becoming a +12 equivalent weapon when fully activated. Hahaha—no.
1) "Sorry magus, you're out of luck. Your sword's cool enough already." Don't like this either.
2) The magus may permanently enchant his black blade in the runeforge pool as if it were a normal magic weapon, but since it's already at +4/+4, this +2 bonus will make it +10 and cap the sword where it is. It will not increase to +5/+5 at level 17. This hurts a bit, but the game's ending at 17 anyway. He can still use arcane pool points to get the sword to a +5 enhancement if he likes.
2.5) As #2, but the blade advances to +5 at level 17. This leaves only +3 worth of enchantments that can be added with the arcane pool. Least favorite of the three reasonable choices.
3) Enchanting the black blade in the runeforge pool adds the runeforged ability to the list of weapon properties the magus can add to his blade with his arcane pool. The blade advances as normal. This seems a bit too flexible at first, but that is the point of the arcane pool, plus he won't get the passive bonuses of having a runeforged weapon unless that property is active at the time. My current favorite option.
What do you think about these? Any other suggestions?
Fantasy Grounds is by far the best VTT for the GM. Just about everything your characters do can be handled by the program. There's prep work in filling out character sheets (although there's a good statblock parser and monsters straight out of Bestiaries 1-3 are already done for you), but the more time you want to put into it, the more you can get out of it, such as linking text, images, and encounters to rooms on a map. Once you're done, actually running the game goes pretty smoothly, with the program doing all the math for you.
It also can take into account most effects that change rolls with simple programming. For example, a greatsword-wielding ranger fighting a human wizard can turn on charging, power attack, and favored enemy effects, while the wizard has up mage armor and blur. You roll your attack and the program will check your adjusted total vs. the wizard's adjusted AC and roll the miss chance and critical confirmation automatically, telling you if you hit or not. Then you roll the damage and it adds the adjusted total, including critical hit damage, to the wizard's damage in the combat tracker. Then the wizard can target the ranger and have the program roll the ranger's saving throw, then drop damage or an effect on him. Etc.
It costs money and there's a learning curve, but it's easily worth it.
As far as voice tools, Teamspeak is great, if you've already got access to a server. Skype works, but I'm not a fan of the bandwidth usage and lack of control. You probably won't need anything else with Fantasy Grounds.
The usual caveats of dealing with people online vs. face-to-face apply. You won't be able to tell how well you're keeping people's interest or how they're reacting to something if they don't say anything. It's harder for a quiet person to get a word in because only one person can talk at a time, etc. Less group bonding overall.
I'd like some clarification about the traps on the first level. The text of the room makes it seem like some arrow trap triggers are tied to empty traps while others are loaded, but there are five traps (one empty, four loaded) and only two triggers in the first room. Unless someone can explain things better, I'm going to have to assume that each arrow trap trigger sets off all the arrow traps in the room, making the empty arrow trap statblock worthless.
I was going for Sha-leh-loo for a while but had a terrible time with it. Sha-LEE-loo flows much better for me, even though it doesn't seem right linguistically.
And the web ate an edit with some more names. I'll add them later.
I gave Mokmurian 2 tiers of archmage, going for Telekinetic Master and Mythic Spellcasting for telekenesis and enemy hammer. His arcana was Mage Strike and his feat was Mythic Iron Will.
Even with the mythic version of the spells and hero points, he just didn't have the actions to keep the party in the fog for long, just enough to get a couple of the rays off. I added wreath of blades to his protective spells for more damage and no defensive casting. Enemy hammer turned out to be pretty useful in keeping the magus from full attacking for two rounds. The Mage Strike arcana gave some very welcome extra damage when it came time for melee attacking. I didn't really need to burn mythic power for a bonus to hit things.
Over all, it was a good fight, with two or three PCs one hit from dropping at various points in the fight. I'm not sure how well it would have worked if the wizard hadn't have been trapped in his magic jar, but it was a good addition overall.
Mathwei ap Niall wrote:
That's what I thought, but I couldn't find the line in the guide that said so in a timely manner, so I went with what I was seeing.