Weird effect with the Point Buy stuff. Out of the box, every entry or selection you make in the Point Buy section results in a 'No Points Left' messsage. Only by setting all abilities to 7 was I able to reset the counter so that I could make entries.
Maybe the form is in an odd state?
Thanks. Love the sheet!
-Pel
erian_7 wrote:
Hmm, I took another shot with one of the weapon blocks to see if I'm understanding better what you're saying, AAG. Also, feel free to slice-and-dice the layout/format in a sample copy and shoot it back to me if I'm still not quite on to what you mean.
I didn't hit my mark for getting the Alchemist done, but I did complete the Inquisitor. In the process I realized I hadn't put the Teamwork feats in place that the Cavalier would need, so you'll now find those in the sheet as well.
I am a big fan of handing things out the the players for them to use at the table. With this in mind, I have created some 4x6 graphics containing the art from the book of the NPCs and the monsters so that I can show what they (the NPCs or monsters) look like without having to show them the book.
I also created an 8.5x11 handout of the map showing the area around Kelmarane. Again, something to hand to the players for them to look at and debate their next move over.
Our first game day will be this Saturday. Once I get all the character names I will post the group in the proper post.
Ran this mod through with a group this past weekend and I had a question regarding the interior of the temple:
Spoiler:
Will Protection from Fire prevent from the heat damage of the temple?
I went ahead and allowed the reduction of heat, but I am wondering now if I should not have allowed it since they were taking damage from heat, and not from direct fire.
Thanks in advance.
By the way, this was most definitely one of my top mods to run!
Majuba, Deidre Tiriel, and I will be hosting some PFS tables at Texicon on 22 May in beautiful(?) downtown Ft. Worth, Texas.
On the slate to be played:
PFS #39 Citadel of Flame (Hosted by Pel)
PFS #43 The Pallid Plague (Hosted by Deidre)
PFS #45 Delirium's Tangle (Hosted by Majuba)
PFS #47 The Darkest Vengeance (Hosted by Pel)
Plus one other scenario to be determined (Hosted by Majuba)
In order to be the most flexible, games will be repeated over the course of the day to get people the most opportunities to play ALL the scenarios we are offering.
The interior of the Brazen Tower is protected by a constant dimensional lock effect (p. 23). He'd have to walk out the front door first in order to shift away. He thinks that Nefeshti is useless and that his boss is about to win, and also he's been ordered to stay put. I think it's fine to have him stick around.
Jhavul's forces are efreets mainly yes? If he kept them at HoB, they would get all cooped up with no one to torment. By having Kelmarane as it is listed in the book, it keeps his forces under control.
Alternative thoughts encased to protect from spoilage:
Spoiler:
One thought I has was just to do away with the whole bone key altogether and just have the portal room active in the garden continuously now that Daddy is home.
I can come up with a lot of different reasons why Jhavul might want a presence in Kelmarane. Remember, he is a BBEG with all the ego to match. Kelmarane is a town under seige. If the residents try to fly, they will be struck down. If they stay, then the may be taken off to HoB. What a delicious set up to generate fear in a populace than to watch their friends and neighbours get pulled from their homes. I am sure this is something that Jhavul and his hot-headed Efreet brethren would just love to have.
With this as the background, we have Davie Shum. He reads to me as a somewhat tired and depressed individual. Resigned to his ultimate fate of being destroyed, though whether from Xotani or from the PCs, I don;t think he cares. Add to that the morale note that he lives to serve Jhavul then you get that even though he expects to be destroyed (and in some ways longs for it) his orders from Jhavul are to watch over the city and so, that is what he will do.
And, if you really want to play havoc with the PCs, have Davie Plane Shift the PCs. Those who fail their will save will suddenly find themselves on some other plane. Delicious no?
EDIT: Delicious, no. Just checked the bestiary and it is only willing targets that can be affected by his Plane Shift. *pout* So much for THOSE plans.
I would rule as Mr. Watson did. More concretely, I would make it a -4 penalty to-hit...effectively raising the ac by 4.
Effectively, they are making a called shot on the head. Since there are quite a few of them, and they are most likely whipping all about, I figure 4 points is fair enough.
As a secondary question, this is more rules based but it applies here... A player of mine asked if placing the Artifact in a Bag of Holding would hide its aura? My initial response was that Artifacts were too powerful to be hidden by such means, but now that I think about it I have to wonder if Bags of Holding even hide the auras at all. Is it just a big cluster of magic item auras at that one spot where they are, or are they indeed gone since they're in a non-dimensional space or whatnot?
For myself, I would judge that the bag would mask the artifact should a detect magic be cast (you would only be detecting the bag and not its contents). Of course this assumes the bag were closed when detect was cast. If the bag were open though, then there would be a whole heap-a glowing coming from the inside of the bag.
I would rule that spells like locate object or commune would still be able to find it regardless of if it were in a bag.
If a player wanted to spend the gold an enhance "The Tempest" how should I go about it because it grows in enchantment as the PCs level up
I would suggest not allowing it.
Spoiler:
As I see it, the weapon is so infused with wish magic that normal upgrade process just would not affect it. I'd say let the players enhance their own 'normal' weapons but leace Tempest alone.
Although, you could always charge them normal prices but increase the DC by 15 to reflect the unique properties of the weapon.
Assuming you are running the adventure as written, Almah is the primary motivator for clearing Kelmarane of enemies. If the first battle with Kardswann was a fiasco, she could produce some "emergency" potions and scrolls to give the party, that could tip the balance in their favor.
And remember, Father Zastoran can also supply potions...for a fee of course!
In the SD campaign that I am currently playing in, the group was granted a wish by a shaitan. It took about an hour of precious game time for the paranoid members of the group to agree on the wording. At one point I was afraid that a physical brawl would ensue between two of the players over the phrasing. This got me to thinking about how strict to interpret wish statements.
To me, the flexibility a genie took in interpreting a wish is dependent on the alignment of the genie. A good genie would take into account the INTENT of the wish rather than the exact phrasing. An evil genie would of course twist the wish to their own devious pleasures. A neutral genie would interpret the wish to give the wishee (?) just barely what they ask for and no more.
I am curious about the communities perspectives on 'wish phrasing'. Your thoughts are appreciated.
Maybe its just me, but I feel that the Craft(alchemy) skill should play a bigger part in this class than it does now. What preform is to the bard craft(alchemy)should be to the alchemist.
Again maybe its just me.
Thoughts?
I completely concur. NOT having Craft(Alchemy) playing a key role in this class really, REALLY is a disappointment. I like the direction this class is headed, but the flavour of the class is a bit...off.
I also agree that Brew Potion should be a bonus feat at some point in the path. Due to the specific alchemical nature of this class, possibly allow the Alchemist class to craft potions of spell level 4 (just an off-the-cuff idea that I have not really thought about so please keep flames to a minimum).
Some interesting elements here. I will be watching this one closely.
If you make them roll both at the same time, note which dice they use as their primary, and then at random times during the adventure tell them they are feeling unlucky and have to roll both.... but disreguard the second one... I had the person I ran through the chapel pulling up floorboards and ransacking rooms, leaving items on the ground, looking for "the little menace that keeps making me roll again"
I am finishing up being a player in the SD AP and I will be GM'ing the group through this AP. I have to say that I am very excited about the AP because of the fairly cinematic/heroic flavour of the AP.
Very excited to start running this though I do have to re-work some of the maps so that they will fit on the play-table! That's my only complaint. *wink*
Without giving any spoilers, all I can say is make sure you bring your pots of healing!
The party almost ended up in a TPK in the very first encounter! OK...ok...so we (the party) were playing with our dice of ineffable doom while the GM was playing with his Blessed Dice of DM Doom!
According to AP #22 'The Jackal's Price', one of the characters has a piece of gear entitled 'Pactmaster's Favor' and refers to this Chronicle. I could find no reference the this gear item anywhere in the publication. Could someone point me to this information?
Subject line says it all. I am looking for some PFS play in or about the Arlington Texas area.
Yes, I know about the game day in Houston, but that is 6 hours away. A wee bit far for me to drive.
I have been away from RPGs for about 15 years, but the Pathfinder Adventure Paths have drawn me in and I would like to get back in. Just need some players and/or a GM.
(I'm willing to GM, but I have to learn the 3.5/OGL/PathFinder Beta rules first).