James, I've just read through the entire thread, and back on page 11 I asked if there would be an updated player's guide for this release, to which you answered:
James Jacobs wrote:
Nope... but there'll be a bit of stuff like player traits and getting started advice in the hardcover itself. Alternatively, you can use the campaign traits from the back of the Advanced Player's Guide.
I assume this was changed, and there will be a Player's Guide PDF for this? I can only cheer at this decision! I very much enjoyed the campaign traits from the Skull & Shackles Player's Guide, and certainly hope they'll be a recurring thing.
I catch myself and my players often forgetting which of their weapons they are holding (which naturally means offcourse they're always holding whichever one is most useful in the given situation ^_^). It tends to get problematic especially for spellcasters. To cast a spell with a somatic component you need one empty hand, right? What about if you have a light shield strapped to it?
Another question I have is about the divine focus for divine spellcasters:
Core Rulebook, Magic chapter wrote:
A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.
I believe clerics always have to hold their holy symbol when casting a spell or channeling energy, but what about druids, do they have to present their DF as well?
And lastly, RAW is nice and all, but when it comes right down to it, how much attention do you generally give it?
I recently created an updated version of Keeper Hyve from the Carrion Hill module, changing him into an alchemist/rogue. Originally he's a level 7 rogue with a strong emphasis on poison, and his tactics even have him throwing poison vials as grenades, so I thought flavor wise he'd make more sense with a few alchemist levels.
Let me know what you think if anyone's familiar with the original module.
KEEPER HYVE CR 6
Male Human Alchemist 4 Rogue 3
NE Medium Humanoid (Human)
Init +10; Senses Perception +10
AC 24, touch 18, flat-footed 18. . (+4 armor, +5 Dex, +2 natural, +2 deflection, +1 dodge)
hp 39 (7d8+7)
Fort +6, Ref +13, Will +2
Defensive Abilities Evasion, Trap Sense +1; Resist Poison Resistance +2
Spd 30 ft.
Melee Rapier +11 (1d6/18-20/x2)
Ranged Acid Bomb +12 (2d6+3 Acid), Bomb +12 (2d6+3 Fire), Masterwork Crossbow, Light +12 (1d8/19-20/x2)
Special Attacks Acid Bomb, Bomb 2d6+3 (7/day) (DC 15), Sneak Attack +2d6
Alchemist Spells Known (CL 4, 5 melee touch, 11 ranged touch):
2 (2/day) Barkskin, Cat's Grace (DC 15)
1 (4/day) True Strike (DC 14), Disguise Self (DC 14), Bomber's Eye (DC 14), Expeditious Retreat (DC 14)
Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and drinks his dexterity mutagen. This change is already reflected in his statblock. He then hides behind the central pillar in the pool of shallow water, hoping to to ambush the PCs.
During Combat Hyve opens combat with a ranged sneak attack after applying his concentrated violet venom to a bolt, then resorts to throwing his acid bombs. If engaged in melee, he uses his second dose of violet venom to maximize his sneak attacks with his rapier.
Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he'll fight to the death.
Str 10, Dex 22, Con 12, Int 16, Wis 11, Cha 8
Base Atk +5; CMB +5; CMD 23
Feats Brew Potion, Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies, Skill Focus: Knowledge (History), Throw Anything, Weapon Finesse
Skills Bluff +8, Climb +9, Craft (Alchemy) +13, Diplomacy +4, Disable Device +16, Heal +4, Intimidate +7, Knowledge (History) +13, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +10, Sense Motive +10, Sleight of Hand +16, Stealth +16 Modifiers Alchemy +4
Languages Abyssal, Aklo, Common, Varisian
SQ Concentrate Poison (Su), Fast Poisoning (Move Action) (Ex), Fast Stealth (Ex), Mutagen (DC 15) (Su), Poison Use, Swift Alchemy (Ex), Trapfinding +1
Combat Gear +1 Studded Leather, Bolts, Crossbow (20), Masterwork Crossbow, Light, Rapier; Other Gear Alchemist's Kit, Belt of Incredible Dexterity, +2, Key to area D8, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Poison, Concentrated Violet Venom x2, Ring of Protection, +2, Thieves' tools, 475 gp
My players are gonna roll up some new characters tonight to play through the Carrion Hill module, and I'm planning on asking each player 2 questions about their character. I'm looking for some suggestions on good questions to ask.
Here's the ones I have so far:
-How did you end up in Carrion Hill? (this question will be the same for each player)
-Why don't you trust ...? (probably will complete this with a race after I see what character each player creates)
-Why did you have to flee your home country?
-Why did you join the church of ...? (this question will be given to the character for which the deity is the most important, like a cleric or paladin possibly)
-What is the most dangerous situation you've ever found yourself in?
These questions should work to immediately provide the players with some interesting background about their character. Any other suggestions for questions, since I need at least one more?
Simple question, but I can't find the answer: In extremely hot conditions, creatures must make fortitude saving throws, or they take non-lethal damage and start suffering from heatstroke (fatigue condition).
If a creature has fire resistance points, like from Protection from Energy or a ring of fire resistance, does it protect against this?
So I'm gonna be cruel tonight, and hand over a cursed item to my players: the buffoon's sword from the APG.
My question is the following: the description for the buffoon's sword says that the blade seems and behaves in all ways as a sword of subtlety until actually used in combat.
Does this mean the buffoon's sword has the same qualities as the sword of subtlety, all the time, never, or only for its first attack? My guess would be never, but I just wanna make sure.
(The sword of subtlety is a +1 short sword, with +4 to attack rolls and damage on sneak attacks, whil the buffoon's sword gives a -10 penalty on Stealth checks and forces the wielder to succeed at a DC 15 will save if he wants to tell a lie or engage in any form of subterfuge.)
I'm a bit unclear in how the various magic items that increase your AC stack together. So there's these:
Bracers of Armor +1 to +8, grant armor bonus
How do these stack with each other, if at all? And how do they interact with armor bonusses from normal/mwk and magical armor?
The way I understand it is that Bracers of Armor don't stack with AC bonuses granted from armor, since they are both the same type of bonus, but I'm not at all sure I'm correct in that assumption.
I have a physical reproduction of that sword and I would definitely say that's an elven curve blade. (exotic two-handed)
The Dark Creepers all have the spell-like ability darkness, which causes illumination to drop by one step, and they will use this to render the dim lighting conditions of the swamp to darkness, making the PC's fight in the dark. I'm planning to run this where the players are unaware of the enemy's movement, tracking everything on a piece of paper.
Now, my question is about another ability they have called Death Throes, and I'm just wondering how this would interact with the darkness patches they'll be throwing around:
Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.
The way I see it, there's three options:
1- It dispells the darkness completely
I can see arguments for all three options, and was wondering if other people had some insight to offer here.
Lastly, the Dark Stalker has deeper darkness, would this interact differently?
Okay, I've come up with a question about act 2:
Quoting from the scenario: If the PCs deliver the medicine and report any information about Auntie Gilga Baltwin to Ollysta Zadrian, give each PC 68 gp.
So the PC's task is to deliver the medicine and bring back a report on wether or not the headmistress is worthy of the aid. But what if they PC's deem her unworthy, and so do not deliver the medicine, but rather take it back to the temple. Does this mean they've actually failed their task?
Where can these be bought from. The FGG website has listed it as "sold out" for quite a long time, and Paizo never had any print versions of the S&W version to my knowledge. I'd actually love to pick up a second S&W version.
It was said to e-mail Bill about these to get on the queue for them:
Matthew Finch wrote:
Another question regarding this scenario: since the players don't choose their faction untill the end of the third scenario, how should their characters be registered since you have to pick a faction when inputting a character in the site?
Also, I suspect they can't pick any faction specific traits?
I'm preparing to run this scenario as a Play By Forum with four people, as an official Pathfinder Society scenario. Since the PDF has so many wonderful NPC art I was wondering if I am allowed to put those images up in my posts to show my players, or would that violate the community use policy?
(The forum is a public forum dedicated for PBF threads on the RPG side of BoardGameGeek.)
Also, I've been looking into running Rise of the Runelord myself, and I found that quite a few of the monsters from the AP have gotten entries in Bestiary 2. (Like the Attic Whisperer, Bunyip, Sinspawn, Tentamort and some others.)
I just checked these sheets out, I really like them and will probably start using these for my games.
I have however one remark, when generating character sheets for a wizard, using the auto-detect feature for the inventory style does not supply you with an inventory sheet, you have to select "with wands, scrolls and potions".
R.A. Salvatore, who pretty much wrote the book on drow lore, explicitly states at one point that his main character, even after spending numerous years on the surface, is still plagued by his sensitivity to light. They simply do not "get used to it".
So I'd say you're stuck with those two words on your character sheet.