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My players recently found the emergency beacon (timeworn) in book 1, but I'm a little confused on its usage. It mentions that use is 1 charge and it can hold up to 30 but it fails to mention the duration of each charge.
The only interval it really calls out is that "every 6 seconds" flash, but I am hesitant to say an emergency beacon like that only lasts 30 rounds at most. I'm leaning towards calling each charge an hour, or maybe a day. Can't find anything in the errata.
This is why I should always re-read the spell instead of going off memory. Considering that, I'd amend my previous statement to say... well, basically what James has already said. No go on timeworn/depleted stuff.
Hah! That's an oldie. Well, I can guess a couple reasons:
1. I somehow missed that when I first went through the book
It's up there now, sorry about that! In the future, if you ever see I'm missing something, just email me (firstname.lastname@example.org) and I can fix it much quicker (usually) :D Thanks!
Talked this over with some others as well, had a few more points brought up:
So after all that, got to showcase Hellion a bit, namedrop Scrapwall and Casandalee. All felt natural, but big pieces of information.
Now Sanjuro is locked up in a separate room from the others. Another idea that I'm going with was:
- Sometime after the PCs don't return, something happens to the relay. The PCs had recovered it from Garmen and had Khonnir holding onto it.
This will knock the relay offline, let Meyanda notice, and send her along the same plans as if this had happened earlier. She will heal a couple of her half-orc guards in the morning with some spells, then take Gruethor to go investigate while the half-orcs stay guard. I'm going to have her setup some crappy backup relay that was a last resort, but will extend the time they need to transfer the power.
During this time, the PCs should be able to come up with some plan to take out the half-orcs and get out. At that point they can recover their gear and setup an ambush for Meyanda when she returns. Epic fight scene, maybe she can get to the reactor and set it off, end of book.
Thanks for the suggestions all!
Obligatory my players KEEP OUT warning
Alright, so a plotline has developed at the end of book 1 that I'm not entirely sure how to proceed with.
This, of course, alerted Meyanda when her own robot shut down.
They spent some more time exploring. I ruled that she left the reactor, noticed the unconscious gargoyle (who they had left to stabilize), healed him up, then checked on her men in the other rooms (still unconscious, not worth the spells to bring one up now).
She headed back to the central area with Gruethor, encountering the PCs as they left the southern room.
After a brief exchange of words and unpleasantness, the group surrendered. They had barely taken Gruethor before (yay magic DR) and definitely knew they couldn't take him again plus this new android in their current state. All spells and bombs and rage were gone, it was not a good fight to try.
Meyanda took all of their gear/weapons, everything except armor and the witch's familiar (who had managed to hide inside Rue's clothing). She then took all of them but the android and locked them in one of the bedrooms (no key card of their own to get out with now).
At the moment her and Sanjuro are discussing his place with them. He's a fellow android, and with her experience I figured she'd show him more respect than the others, try to convert him to Hellion.
But beyond that... what now?
- I've established that the reactor work will be done in about a week's time
Initially I figured Sanjuro might be able to convince her to see things differently but... now I'm realizing that is unlikely. She's fanatically devoted to Hellion, Sanjuro has meh for Diplomacy... hrm.
Anyhow, just looking for ideas on what to do here. Maybe I should have Khonnir and some others come rescue them? I've always avoided NPC rescues in the past, feels like it's taking away from PCs as the focus... but I really don't know here.
One of my players started a line of questions near the end of Book 1 that had me wondering, what exactly does most of the populace in this area know?
1. How much do they know about the Rain of Stars? A lot of information can be lost in 9000+ years.
There's lots of ways to disprove this. The fact that all of the access cards ever found all have the same name... I'm pretty sure the Technic League knows a lot more.
I guess I'm just wondering what the default assumption is for most people concerning the above. How much should I tell my player is just "known" info?
Evil Midnight Lurker wrote:
I'm not sure that's entirely fair.
Spoiler:Entropy does a lot. Perhaps back when they were new, their batteries could be recharged indefinitely with no problem. Now, they have problems retaining a charge. This is why there are Timeworn objects. During that time they've been subject to a crash, the weight of earth, general decomposition, getting tossed/jumbled around, and more. That's an enormous amount of time. The fact that there are some that still work perfectly after that long is astounding.
The Silver Mount event happened in -4363 AR, over 9,000 years ago.
For a fair comparison, we'd need to have a 9,000 year old battery of our own.
New material has been added to the Archives.
New PFS Symbol
I wanted to do bookmarks/anchors originally, but it's not as much a thing with ASP. I do have plans to give individual pages to every item that is on a group right now (like rage powers), it's just on my To Do list. :) Thank you for the feedback! I'm glad you enjoy it otherwise.
As Karui said, his site earns money. Now if you want to call it "non profit" because the money it earns goes into paying the expenses of running the site then d20pfsrd.com is non-profit too because one of the expenses of running the site is keeping me alive- or in other words providing me food and shelter. So I think it's really a matter of semantics what "non-profit" means.
I was speaking more akin to this definition, albeit loosely (just skimmed the first sentence or two). The site makes enough to pay for server costs (some months), that's about it. If it was ever generating enough that I could support myself as well, then I don't think it's really nonprofit anymore.
100% Revenue -> Business/Product/Website = Non-Profit
Granted, it's a moot point anyhow, and I'm definitely no business expert so I'm sure my understanding of the above is a beginner level. Paizo obviously doesn't base their CUP decisions around Profit or Non-Profit anyways since they're okay with ad revenue, so I probably just confused things by even bringing up "Non-profit" or not.
As Steve said, the important detail is commercial use. Once the site became associated with a store, that's all it took.
In the end, both sites are free, so just use whichever is best for your needs. :)
To clarify an important distinction: Yes, the site does pull in some money, but it is not for profit. This means that the money I get goes back into the site, paying for server costs and such. d20pfsrd had ads too, back under the CUP. As far as I know (and as you said), the tipping point came with the store.
Just don't want to give people the wrong idea :) All revenue generation on the Archives is passive, and it all goes back to paying for the site. I don't have any plans to ever change this model. If I did want to do something different and more profitable, it'd be a different website.
Lots of great feedback on all the sites! Curious on those of you who use the AoN, since it seems like the topic of the day is now on our 3rd party sites:
1. Background - Would a simple color swap of black and white fix most of the issues? I've been thinking about redoing the CSS to have the white background and black text, since it is a common request.
2. Search - I developed the entire engine myself for fun, but if there are better already made engines out there that I could plugin, I'd love to know about them. I've thought about sticking a google search engine on the site for one.
I got my interpretation from the same line:
An attempt to sell plunder takes 1 day, and sells 1 plunder. Not sure how else you could really read that. There's a die roll for every point of plunder, which is an attempt for every point. Unless you're making one roll for all their plunder, which isn't how the AP directs you to sell it.
I also illustrated above that even *with* the PCs giving up half their plunder, they still easily get the WBL and then some. Up to you what you do in your own game, just be aware the PCs will have a *lot* more money to spend then their WBL if you are only making them sell 1 plunder per trip. It also encourages them to make as few trips as possible (a weird metagamey thing).
Exactly this. Copying from the PRD was easier than PDFs, but I wasn't able to log page numbers while doing this (without following along in the PDFs, which was a nuisance at the time). I do plan on going back and fixing all those page 1's someday :)
For what it's worth, I've been running with "1 plunder for the crew per 1 plunder sold", as I believed the AP intended, and the guys have had no problems with money. The ships they can fight/win against sell for a *lot*, even if damaged. More than enough that just giving them effectively half the plunder is still plenty of money.
Paladin of Baha-who? wrote:
The fleshcrafts you can use with this feat are not listed in either the D20pfsrd.com site, or the archives of nethys site, probably because they're considered outside the scope of what the OGL allows one to republish. If you're committed to using this, you may want to purchase that AP, or find a used copy to buy somewhere, or ask your gaming buddies to see if anyone has a copy of that AP. Well, look at that, seems that there's a sale going on for older AP volumes:AP#16
Additionally, if you ever want to see if I've added something from a specific book, like Pathfinder #16, just go to the Sources area and there are handy links for everything.
Do a lot of GMs really stick that hard to the Diplomacy rules and treat it like Charm? I've always thought it was never intended to be a "forced" act, just... very persuasive if persuasion is even possible. I mean, there's this from the skill:
"Diplomacy is generally ineffective in combat and against creatures that intend to harm you or your allies in the immediate future."
Even with a skill trick that lets you do it in 6 seconds, that line doesn't change. If the guy is very intent on harming you, Diplomacy is probably going to fail.
I mostly don't agree just because it wasn't announced. The post made it very clear that Unchained Rogue and Rogue are both a thing now. Nothing about the Ninja, which is why I wouldn't recommend anyone do a rebuild for a Ninja.
My opinion on the Ninja not needing its own power boost is a separate thing. :)
Edit: Also, I'm dumb. This has been answered already.
I'm on the other side of the fence here. The Ninja, Samurai, etc. are still just the way they are, in large part because their base classes (Rogue, Cavalier, etc.) are still legal.
We now have Rogue, Ninja, and Unchained Rogue. Nothing about the announcement indicated the Ninja was getting an update. Imo, they don't need one as much as the Rogue did, and the lack of direction concerning *how* to update the Ninja (if they did want that) is rather unclear.
I'd hold off on any Ninja updates for the moment at least. I'm sure they'll make it 100% clear given time.
Bardic Masterpieces was a code bug. The header was using a pre-formatted plain text name, instead of the one I have with the PFS label. That's all fixed now, should look accurate if you visit the page.
Otherwise, I did some validation on all the animal companion entries from Bestiary 1-4. Few things I came across:
Bestiary 1 and 4: In terms of animal companions, no changes here. All are still accurate as of the current Additional Resources.
Bestiary 2: I think the legal companion here should be the "allosaurus" instead of the "compsognathus". The latter doesn't get an animal companion entry in the book, even though the back (page 312) implies they do on page 90. The entry on page 90 belongs to the allosaurus. I've left both marked as NOT legal for now until it's cleared up.
Bestiary 2 and 3: The rest should all be correct now. It seems like the largest change was in the megafauna being removed as an option, along with a few dinosaurs.
There's a lot of this to dig through, could someone help me out and tell me what's incorrect on the Archives? Totally believe there is something, I don't catch every change to legality, but I'm doing work on it today and may as well fix the error. :)
And in the future, if you guys ever see anything wrong, please shoot me a mail and I'll correct it asap (nethys at archivesofnethys.com)
My personal preference:
1. The Combat Stamina feat has an additional prerequisite of "Fighter 1".
Without #2, you're just encouraging a single level dip in Fighter. With #2, it buffs the entire Fighter class as a whole.
I'm half-tempted to make it a free feat for level 1 Fighters, or possibly a replacement of their 1st Bonus Feat.
Yup. My exact thoughts. An Unchained Fighter would have been neat, but honestly all I wanted was a way to make Combat Feats more useful *just* for Fighters. I now get that option :D Background Skills + Stamina for Fighters only, and the Fighter gets a nice improvement that puts it back on par with a lot of other classes.
I am happy.
No... as I said, that's what the feat does at it's core. It *also* gives additional options with all the RPG-line combat feats and how they can interact with Stamina.
So if you take the feat (assuming it's open to non-fighters) and have ZERO combat feats, then yes, its utility is less. For fighters, who have a ton of combat feats, it becomes quite useful.
Honestly, it's still a great improvement (if you restrict it to the Fighter). At it's core, the ability allows you to use your Stamina (which refreshes with a small rest, in minutes) to improve your attack rolls after they are rolled (before you hit/miss). That alone helps make the Fighter a more reliable combatant, especially once AC has been narrowed down.
All of the other uses are just extra options. Some help with damage, some saves, some allies... honestly, giving a "fighter-only boost" to all the combat feats is *exactly* what I wanted.
It's not huge. It didn't need to be. It's a small improvement that makes the class feel worthwhile. I love it.