Psionic

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2,015 posts. Organized Play character for Adam Mataja.



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Sczarni

Hi everyone,

it's been a long time since a posted on the forum so I thought I might as well do so for a change of pace.

I'v been thinking of setting up a new setting for my players and myself since I feel that current one isn't resonating well with them. To be honest, I am having issues with re-living it in my head, so I'v decided to put players on a short 1-3 session quest which will push them into a new setting and give them the opportunity to experience it. If they like it, they can continue through it, if not, they can turn back to old one.

The new setting would be - Fantasy-based medieval Europe.

Idea: Reshape the medieval Europe (High Middle Ages Medieval Period) softly by changing races (England-humans, French-elves, Irish-dwarves, etc.). The general idea is that on the outside, the world should be as similar as to the lore of medieval Europe, but on the cultural and supernatural lore level, it's completely off. The end idea is to emerge players into something which is familiar to them, but yet it's not completely same as it would be in real world.

Goods and Bads: As a GM, I have to do little to explain the world as players already know how it probably looks like. I feel it would encourage more positivity in even re-reading old history books about medieval ages, simpler character ideas, better immersion and better setting then current one. The bad is that it's gonna require some general idea how to change the world subtly, so I am already struggling with some ideas. Without too much text, here is a few questions:

1) How to incorporate religion such as Christianity and current Pathfinder dietific ideas? I wish to keep the Christianity being main religion for example. Perhaps characters could worship different aspects of religion? This is the most puzzling question currently.
2) I am currently seeing this a lower Fantasy setting, so I need advice how to keep characters balanced if the regular magical items wouldn't be available.
3) I would love some general ideas and info in order how to incorporate Fantasy in Europian setting if anyone has to offer. Likewise, what sort of questions would you ask if faced in such a setting as a player? What obstacles would be goods and bads of such a setting per you own personal opinions?
4) Any other idea or advice is welcome currently.

Those are all questions currently,

Thanks upfront for any answers,

Adam

Sczarni

Hello everyone,

I have slight problem in expectations of gameplay with a single player in a group. He is a friendly individual, joker, highly experienced PF player and GM, and overall a good friend. I like him really as a player, but his ego occasionally gets the best of him. When situation in combat seems to favor the bad guys, or he feels that players are treated unfairly, he will object, which is by normal standards just fine, except when it isn't. So what exactly is a problem? I'll try to make it brief and general.

I'v GMed PF for almost 4-5 years consistently. I know most of the edges, corner cases, grey areas and rules of the system. I'v made a moderate mistake of putting a CR 8 encounter against APL 5 party. I realized too late that it felt as a "deus ex machina" for his character (he was revived via Hero Points) and this combat made him slowly doubt my GMing skills. Further on, he complains against certain things that GM might use, such as Rust Monsters, Item loss or destruction and most recently that "GM wouldn't be such a dick to take away our hard earned money" when he suspected that an opposition group might be coming after them. Mind you, I strongly believe that not every encounter should be solved via brute force and anything lost can be restored later on. The players underwent a quest which was by all regards horribly difficult (I made sure to emphasize this at the quest start), but rewards heavily for 5th level characters. It just feels that nobody took it seriously and now, the blame is slightly on my back. Luckily, the quest is happily ending and so far it's all fine and dandy, but I feel that trouble might be brewing in the future against my gameplay as a GM.

So what can I do to prevent potential out of game conflicts? How to handle socially situations when player feels that he is treated unfairly? I am trying to find middle ground most of the time, and it barely worked so far, but my GMing authority is being slightly pushed through the topic of what is fair, and what isn't fair.

Thanks upfront for any responses,

Malag

Sczarni

Hello everyone,

I went into minor discussion with a friend today about the underground terrain during a session. Fortunately, it wasn't that important, but I am at a big dilemma on how to handle it. He is playing svirfneblin, which receives +2 additional Stealth underground.

But what qualifies as underground?

I am sure that many will mention underground terrain (caves and dungeons) per ranger rules for favored terrain as an example, but this is what brings dilemma. "Dungeons" is a term which can be interpreted for pretty much anything. When people mention "dungeons" in Pathfinder in DnD, they mean on a big place with a lot of rooms full of monsters and treasure. But in my view, "dungeon" is a prison-complex.

Does anyone see this minor dilemma here? It's not that big of a deal really, but I am curious to find out the answer. The players are currently in a underground worked complex made of stone, so...

Thanks for answers,

Adam

Sczarni 4/5

Hi everyone,

I need a fast answer for tomorrow's Special Event, The Sky Key Resolution Special. I am the only GM leading a higher tiers and there is a pretty big chance of getting APL ~9 of player character levels judging from signed up individuals, however, subtier 9 is missing in the entire scenario! There is only subtier 7-8 and subtier 10-11. I could technically modify easier version of subtier 10-11 for players, but that's out of my jurisdiction as PFS GM. What to do? Let APL 9 players play subtier 7-8? I haven't managed to read entire scenario yet, but so far, not a single clue about this.

Thanks upfront for answers,

Adam

Sczarni

Hello everyone,

I'v been curious about several social "problems" (they aren't exactly problems per se, but more of a social pattern) which seems to be ongoing in every game that I play and I am searching for a way to go behind it, solve it, well, you name it.

The "problem" is simply put, bad player ideas, but in a longer version, around 50-75% of players that I have met seem to use bad logic, bad common sense, bad interpretation of NPC social behavior (what NPC might or might not do in a certain situation) which in turn forms bad ideas and plans. These ideas and plans typically get discouraged by me (as player or GM) or GM currently leading the game. This "bad idea behavior" then gets repeated, and repeated, and repeated, and... Well you get the idea. It seems almost that some people are dummies and lack imagination, but then again I have prolonged experience with gaming systems.

So how to solve or reduce this problem? Because I am seeing it in my own private homebrew games (as a GM) and as a player in a second game which isn't Pathfinder anymore, but with same social patterns. They are literally a time drain and half of session is lost on them.

Is it player's fault here or GM's? How to reduce or remove the problem?

The only way of solving this problem so far has been for me as a GM to pre-plan potential tactics and quest ideas upfront and insert them into the game for players to use, but I am slightly burnt out perhaps from GMing in general as I have little will to plan these things anymore. I also try to sometimes working with those "bad ideas", but in most cases, they are failure.

I know that a topic might a bit messy question overall, but I think that it's somewhat clear what I am asking here.

Thanks for responses upfront,

Adam

Sczarni

Hi everyone!

I'v recently had a flash in memory of a single rule used in Star Wars RPG Threads of Destiny Boardgame System (at least I think that is the name of it) which I played at one gaming convention in our city.

The rule used 4-6 tokens (can't remember how many) and they were colored black on one side and white on other. Any player could flip white token in order to gain some special effect (we usually used it to increase damage dice in that system, but it could be used for everything). Black tokens can be flipped also, but by GM, who in that case adds some negative effect also.

The rule seemed really cool to me. It somehow incited roleplay and teamwork for a bit and I am considering if it would work in Pathfinder in the same way. The effect of coins would in this case be equal to Hero Points.

Here is few pros and cons so far:

Pros:

+ The system is cool and adds dynamic into combat
+ It enforces strategical and teamwork thinking (should we flip the coins or leave it for Deny Death later?)
+ It gives GM a degree of control over additional actions during combat
+ It provides more Hero Points at player's disposal then usual. Considering for a moment that players are being challenged according to Gamemastering Guidelines, a single Hero Point provides more advantage to PC then NPC or Monster as long as the encounter isn't a single enemy type

Cons:

- The system is extremely chaotic and it might be hard to predict or playtest
- In some cases against solo monsters, players might be at heavy disadvantage if GM uses to many tokens
- Spellcasters might receive too much advantage if they receive additional actions per turn, which might end in TPK

This what came into my head so far. I am curious how do other people think about this? Is it possible to insert this kind of rule? How would you modify it? How to make it work in less-chaotical manner?

Thanks on responses,

Adam

Sczarni

Hello everyone,

I wasn't sure where to set this topic, so I decided that this seems like a good spot. Here a few thoughts which have been bugging me for some time for which I simply can't find a happy ending.

The gaming space. It's simple, yet overall complicated issue. In order to play a tabletop game, whether it's Pathfinder or something else, you need some space for the players and GM. A perfect gaming space isn't hard to imagine; little outdoor noise, enough room for everyone, it's warm enough and lit well, a working toilet, and that's almost it. Fact is actually, that I have my personal space at home which is great. Great for "guests" that is. The "guests" which add a ton of dishes. "Guests" that leave the dropped hair, snacks and everything else. "Guests" that sometimes get too comfortable around your house. "Guests" that slowly but steadily ruin your furniture, table, chairs and everything else. Sigh. You see where I am going, right? Well, these are my poisonous thoughts infected by my none else, but my own mother who complains about it. Unfortunately, she is half-right. These "guests" rarely or ever offer another place to play at and this entire topic seems like a walking social minefield to ask for.

So, is there a happy ending for this? Is there some other idea that I haven't explored? What else can a guy like me, do to lessen the situation? Is there a way to think positive about this, because these poisonous thoughts have permanent frequency and pretty high DC.

Adam

Sczarni

Hello paizonians,

It was a while before I made a new topic at this forum in regards to any problems. Perhaps that's a good thing? :) But, alas, some have occured yet again. Fortunately, I have some solutions for it, but I need some additional insight and perspective on the situation because I feel that I need one.

The last session left me mentally exhausted and the group went silent a bit. I feel that I have been playing with kid gloves for too long time and players started to act too selfishly, too uncooperative and too crazy. These decisions eventually led them to the current situation…

Story thus far...:
It would be too long to explain entire story, but here is the short version. After numerous troubles, characters decided to help out their friend Tyrax (a secretly shapeshifted CG copper dragon) who helped them out numerous times thus far. They decided to invade the facility which officially operated as a research center, institution for old and weak, and mentally unstable individuals. Nonofficially, this was human experiment laboratory and there was little good happening there.

They successfully entered the center through the forged papers which put them in the role of Empire Agents. The main researcher and other personel didn't question their actions or even threats simply because PCs had the papers and those papers meant more to him then a threat, lie or anything else. Simply put, they were too intimidate by the Empire, to even try to suspect. Eventually though, PCs rouse fell and their fellow Tyrax, who was ill-tempered, couldn't stand it anymore after scientist started to explain how they „extracted the ingredients from the little children“. Fight broke lose, players and Tyrax started killing everyone. Tyrax eventually made a hole in the roof in order to provide exit, because entire complex was under red alert (think modern-like age complexes) and there was a massive lock-down. Unfortunately for Tyrax, he rushed out through the roof, only to striken down by a blue dragon, his hated foe and archnemesis. Building collapsed above, blocking the roof exit and characters started to plan their escape. This was the turning point where bad decisions were taken and everyone started to act on their own. Long story short, characters were faced with 3 options unless they could provide some other option (sandbox game) and those were: a) face the blue dragon on roof, b) face the ruler of Empire who miraculously showed up infront of the complex and c) continue further down into the complex. Of course, all fights were obviously hard. A huge blue dragon or ruler of Empire (party was moderately exhausted and compromised of 5x level 8 characters). Of course, two players decided to (alone) test their luck and deceive the ruler, but they heavily underestimated her thinking that casual invisibility and disguise self would work. She simply had too high Perception score. And here we come into a problem further on…

Character Hekoko, a sorcerer, ended up as Lady's toy (rule of Empire) and she forced him to take the special mind and body altering test drug. The drug (I am not quite sure that „drug“ is the right name here), changes the body physically from inside, forsing the person to exhibit magical abilities. The side effect is that you have 50:50 to survive and have to continue using it for the rest of your life. Player used 2 Hero Points here, so he survived. That on side, he is unconscious, trapped under debry and has 198 or less doses left before he dies. In return, he received 2 sorcerer levels from the drug's effect. At least this is what I came up with on the fly after session. Better suggestions are welcome, but these effects will probably stay as they are.

Character Genzo tried to create a distraction in order to help his teammate Hekoko by tossing entire bag of gunpowder-bomb-type which was sufficiently large to blow everything. This was, I am not sure, but… Probably least honorable and samurai-like act from him ever, since he practically decided to blow up Hekoko as well, but the player didn't know what to do. After it, he ran from the complex after finally seeing a chance for escape while invisible, noticed a mage looking at him, shadow of a dragon hovering over him while he is running across the empty wide hill and before you know it, he was a dragon meat. I plan to leave him alive, make him a blue dragon's slave with Geas and Bestow Curse effects and change his Edicts to either Ronin or Order of the Black Daimyo because his actions were simply too wrong for a samurai. Better suggestions are welcome.

With all that in this small and complex story, I have to somehow miracously put these characters back with the group, otherwise they are gonna detract from the next session to much. I am just too tierd for allowing them more attention, becausing they received way too much at last session with their crazy ideas, so I am not sure how to get them together under these circumstances and need some ideas in order to do so. Currently, the rest of the party ran of deeper in the underground where I plan to provide an easy escape route through the sewer system and several ways to delay their attackers.

That on side, I need some advice in order how to improve player cohesion, because currently, they are way too random and chaotic. If they can't reach a conclusion after 30 minute debate, then I feel as if they are forcing my hand which some of them did this last session.

I hope that this wasn't too long, but I wanted to keep it well informed. Thanks upfront for any advice that anyone can offer.

Adam

Sczarni 4/5

1 person marked this as a favorite.

Hello everyone,

I kinda came up with idea to create a short 2-3 pages long PFS survey aimed at players in our local area. The objective would be to gain some insight into their current pleasure or displeasure with our local community, PFS in general, scenario's and GM's, so we are trying to come up with the list of "good to ask" questions for them. We could use some minor help with those.

So far, I'v come up with few general questions; how pleased are players with PFS community, how much informed are they about it and how problematic do rules seem for them and how pleased are they with the scenarios. (this is just general description of those questions)

Thanks upfront for responses :)

Adam

Sczarni

Hello everyone,

I have been planning for a longer time to spring a classical city siege by the goblinoid army (orcs specifically in this case) due to story-wise reasons while PCs are busy doing their thing in a city. The siege, although not exactly in Lord of The Rings style, should provide close ressemblance to it. Next session tomorrow seems to be perfect time for it, but I am slightly unprepared, so I am gathering info and ideas in regards to it. The way that I imagine orcs, are very closely similar to Tolkien's orcs, so I am trying to mimic the similar movie siege here, but not necessary with the same events.

Story thus far (short):
As it turns out, they made enemy of yakuza's, pillaged a city establishment, threatened civilians of the same establishment and are wanted now for disrupting the city order. Now, they are collecting all they'v got left and attempting to leave the city by crossing the city walls which is kinda apsurd escape route, but it was their choice. Provided that they can climb through the walls, I am willing to let them escape with moderate guard alarm alerts. The objective is to put them in a minor conflict with orc scouting party anyway.

About city:
The city itself is young fairly, houses around 6000 people from which most of them are slaves that serve as the it's work force. Rest of the people are arrogant nobles, mercenaries, gladiators, etc. Orcs already know this and other mundane information about the city which was granted to them by some major villain (irrelevant currently) and are planning to strike under the cover of night.

PC's (a group of level 6 characters) will be ambushed by the orc scouting party whose objective is to scout the area and set fire to the city's wooden walls to create drama and diversion. After defeating the scouting party (average APL 6 encounter), they will soon realize the panic and screams coming from the city. A war cry from a orc army will sound of and they will be pretty much forced to either face the army (impossible task) or return back from where they came. This is the point from which I haven't planned much further. I need some typical siege attacks, encounters of orcs trying to punch through the city walls, social encounters during panic, defending the city walls, etc. This siege will likewise give them a chance to recover their lost gear, animal companion and to finally get some allies maybe, so here I am asking for some information from forum people because I won't have time today to prepare enough.

Thanks on responses and ideas!

Adam

Sczarni 4/5

Hi everyone,

I am not sure where to start from honestly and I am sure that our local community isn't the only community out there struggling to find new GMs, but our situation has been unsteady for a while now. I am constantly under minor stress of being the only regular GM in our area, and nobody else doesn't seem interested to grab the reins and take the job. Alright, I admit our VC has a lot of real-life commitments and she did heck of a job in GMing so far and one more friend is helping us out currently. But that's just not enough or least, not enough to move us through without causing stress. Almost all the former players and GMs stopped coming due to real-life commitments, college, jobs, etc. There was but a few of us left at that point. Perhaps it will get better eventually, but this is just swimming through the waters of life, I don't know. But it's been almost over half year now and we barely got one new GM.

At the moment, we have around 12 or so new players, but it varies. Most of them are shy individuals and forcing them to GM is almost impossible. Forcing them to take the reins might create an opposite effect likewise and discourage them from further play. I am likewise unsure that boons and GM chronicles will motive them much so I am at a loss what to do.

Does anyone have any fresh new ideas how to get over this obstacle?

Thanks for responses,
Adam

Sczarni 4/5

Hi everyone,

I am leading a series of six quests tomorow from Phantom Phenomena series and I have several quick questions which I can't find answers for. I suspect some answers already, but I just wanna make sure. I am currently in the process of preparing it, so please don't mind if I skipped something.

Can the party rest after every quest?
The death during these quests isn't permanent condition? Characters are back on their feet after every quest? Is there a negative side-effect at all?
What qualifies as unfinished quest?

Thanks for any quick responses,

Adam

Sczarni

Hi everyone,

As usual, I come here asking for a bit of a help from other people, but hopefully it won't take too much of your precious time, a factor that I seem to be lacking at the moment.

I need to prepare a session for this Sunday and I am a bit short on ideas for it. I have also been strugling heavily recently to avoid the combat encounters and provide larger amount or RP, social and story based experience to my players because they expressed desire for it, even though they built mostly combat based characters (duh). So due to recent events, I decided to pick a horror theme for 1-2 sessions to add something new that they haven't experienced before. Please keep in mind that last and this Sunday's sessions are horror based exclusively and some regular PF mechanics could be "dodged" in favor of cinematics and effects. I know also very well that PF system isn't designed for true horror experience, but the last session went pretty well so hopefully, this one will also.

I'v set longer versions of story into spoilers. If you don't feel like reading all of it, skip to the last part of the post.

Story thus far... (long version):
The characters ventured into the ancient tombs of a nearby village in search of several members who were supposedly followers of Efreeti. They were only expected to locate them, find their identities and nothing else. A scouting-social mission given to them by Djinni. They successfully did so and located three of the dead members who were exploring the tombs for an ancient artefact of some sorts. Party decided to investigate it further and they soon found the buried buildings of long dead cultists. In these underground buildings, they found an old chapel and mysterious book on it, a lot of corridors and library. The dead cultists however didn't leave them be, they eventually found them in their half blind zombie state and started to overwhelm them in the library (a dead end). Eventually, they found a ventilation shaft leading outside, but they just had to give those piled up zombies below them a final blow in form of exploding keg filled with gunpowder. In normal conditions, I would be most happy to oblige them, but these weren't regular zombies. They have 25% to release a corporeal shadow, so they effectively released around 20x of them and barely escaped from the complex. So far, this was the most stupendously horrible idea they managed to converge in our gaming carrier and this time, the idea is coming to bite them back. The horde of shadows merged themselves into a single entity (a CR 16 nightshade, Nightwalker) and he is coming for them, to take them into the grave, but not before they have experienced the same despair as those merged souls also.

So what happened in the last session... (long version):
Party finally returned to village, exhasuted after a day and with huge storm brewing outside, decided to take a nap in a single house. They are in good relations with nearby villagers, so they happily provided them a single house as a shelter. Around 22h in night, strange things started to happen around them, scratching noises, fire flickering, etc. At 00h, a half-dead animal crushed into the roof and started to squeal but the party had no idea what it was. The truth was, that animal was infested with Zombie Rot, and after party ignored it, animal died and came back in her undead form and started to ravage the house from outside. I mostly focused myself on sounds and house claustrophobia here to provide good athmosphere and it worked well. They somehow managed to deal with the bird and decided to warn villagers and change the place where they sleep so they came to a town elder who let them in, but soon after it, party realized that he is acting strange. He kept offering party to eat the stew and meat, and his wife kept choping the meat in the 2 am during storm. The objective was to keep party guessing as long as possible that meat might be human meat. It wasn't, but it has put them on the edge far enough to attack the elder and his wife. In fact, they both registered under detect undead spell as being undead, but so did several characters who were infected by Zombie Rot. They quickly realized mistake and managed to calm down the situation. Several party memebers decided to leave the town at this point, because it seemed like a good idea. After leaving the town, a priest warned them not to leave and after they didn't listen, the invisible beast followed by darkness came and took down several of them with ease. One of characters died in the process. The wounded ones quickly returned to the elder's house and the body of their friend ended being thrown in the door by the beast to serve as a future warning. The characters had a single raise dead effect in their inventory though, so they used it on their friend to bring him back.

So what happens now? (long version):
I didn't manage to finish the story, but several NPCs told party to come to the town church. I am expecting them to follow up on this lead. In the church, they will find two groups of infected villagers arguing about a stupid argument if they are allowed to eat the meat or not to eat the meat. The argument is complete stupidity in itself and both groups are on brink of killing each other. The argument and the people are there mostly to confuse the characters a bit and they do not present any danger unless characters make them so. The people will eventually kill each other given enough time, which is the sole objective from the malevolent entity they created. Characters will again meet a priest who gave them a warning not to leave the village because "...the Maker told us not to do so!" and will come into social conflict with him, but will realize that the priest is Gaki (CR 7 undead) and his weakness in eating offered food. With little convincing, priest will devulge the great Makers plans which "provide happy, blessed and everlasting life full of joy". Of course, the plan is very obviously false.

So long story short,

Party entered into tombs on a quest to retrieve information about some people. They find it, but also find buried buildings below it and in their exploration, they release a evil beyond their capability to fight with. Upon return to the village, the horror around them slowly evolves as people become creepy, invisible beast is after them and the clock is ticking as their disease seems to be rapidly evolving by an hour. After completely exhausted and wounded, the only clue left is the town church. The entity's motives remain unclear to them, but it's objective is to put people of village through misery and despair and finish them off with a Zombie Rot disease, creating a massive undead army to command with.

This a point where I have little idea how to continue, but initially, the rough idea is for priest to give them a hint of the Maker's chambers (tombs) below which party can explore and find a time/space altering artefact temporarily created by the entity to her own needs (they can change the course of future of what happened, but it has a flaw of speeding up the time from the moment it was used by double the amount, possibly even killing individual from pure shock of starvation and thirst).

I realize, it's a massive wall of text above, but I appreciate advices and further ideas to the story. Please keep in mind, that rolls are great, but I am trying to delay combat as much as possible. Party is currently level 5 and completely exhausted, so challenges should be simple or easy.

Thanks upfront for any responses,

Adam

Sczarni

Hi everyone,

There has been a thought bothering me for several months now, but not as intensively as these last several days. Maybe the ton of negative posts about ACG errata that I'v been reading have sparked these negative emotions, but they'v been there for a while also, undependant of those forum posts. So below is a minor rant, a plea, a question and most of all, an advice and suggestion requested from other GMs out there.

From the start of GMing carrier, I'v been slightly egoistic, self-opinioned person, a minor control freak who assumed that PF sessions should be challenging enough for every fight to be life or death. I'v have changed drastically since then after seeing the same perspective through both GM and player eyes, learning on the several harsh leasons along the way and most importantly that we are playing the game because it's fun to play. I'v grown into a well respected GM and person in a PFS community after so many years and I can quite proudly say that people are leaving the table always with smiles on their faces. But lately, during the last year or so, I feel that my hands as a GM are slowly but steadily getting tied to a degree where I can only watch and not do anything about it.

So what exactly is troubling me, is player options. Pathfinder offered good old D&D classes that everyone loved so much in first publishment of CRB. These classes could easily be handled as a GM and some had distinctive weaknesses built into them. As the new books became published, more and more options became available to the players and this increased to the point where I am feeling that it's narrowing my field of control as a GM. Now, don't get wrong, like I said, I'v work hard on myself and my policy is to keep everyone happy. I'v granted my players in the home game the option of taking ACG classes even though I disliked them. It's not good to have prejudices about something that you haven't exactly playtested yourself, but it merely proved to me what I suspected from the start. The new options are getting better and better, but the GM's are still tied to the old gamemastering rules. Often enough, I have to bump the CR rating in the home campaign to keep things interesting even though I can be master tactician on the battle mat. This is the part that my players don't see, but I do and it troubles me the most because gamemastering rules are suggesting otherwise. The new player options aren't helping me out here, in fact, it feels that players themselves are getting to much special attention, especially in the form of action economy such as swift, free and immediate actions. The old CRB is scarce with these action types, but the new books are spreading them with ease. In short, it's becoming chaotically hard to follow every rule and too easy to solve every problem at hand. My hands are still slowly, but steadily getting tied because it feels wrong to stop players from playing with new toys.

With all compliments to paizo and their books, this isn't exactly their fault. It feels more as a problem that opened up over the years of gaming experience, but I do feel that the books published are focusing more on player base, rather then GMs themselves. The new Beastiary's are for now keeping up with it, but what I would love most, is seeing the new NPC Codex with older APG classes in it. It would even the ground a bit more for GMs and players, because as it is, I don't feel like building up a new NPC from a scratch constantly or pulling out NPCs with old CRB classes which are not up to the task of fighting against new and better PC classes.

So hopefully, my post hasn't been too long, but I had to share this thought that has been bothering me for a while. I would like to hear from other GMs that I am not alone in this problem and how are they handling this issue. I would also appreciate suggestions for any good books or GMing materials out there besides the Core materials in attempt to further my knowledge and sharpen my GMing skills.

So that's it. I would appreciate any constructive advices and suggestions from fellow GMs out there.

Adam

Sczarni

Hi everyone,

I am currently GM-ing in a sandbox campaign, but after a long time, one of the players is planning to retire from campaign due to real-life commitments. Next weekend is gonna be his last session and I want it to be a memorable session for him. Unfortunately I cannot come up with anything memorable besides a fight to the death with a BBEG and I am trying to step away from such typical endings in search of a better one.

So how can I make this last session memorable for player? And additional question, what would you consider a memorable and good ending for your character?

Character Info:
The player in question is playing a dwarf magus. His personality is to mostly step on toe of every person he meets and he is generally fairly annoying individual with some private set of codes and laws (Neutral Alignment, 5 Cha).

Current Campaign Info:
Party (5x lv4 characters) is currently trapped in underground basement complex of a Mage Tower they were supposed to investigate. They finally reached the several last rooms in which they discovered a mage frozen in stasis and a single frustrated Djinni servant of his. They revived him and after calming down the frustrated Djinni who was on border of attacking the mage (there was a private deal made between mage and Djinn), they managed to find out what exactly happened in the complex. The temporary truce and peace didn't last long before the attackers who destroyed entire tower and kept attacking PCs, showed up again this time in their last assault. PCs quickly raised several barricades and with a help of outsiders, and allies are currently in the process of repelling the attackers. This last fight is supposed to be a final showdown during this entire quest and several BBEGs will show their faces. Attackers consist of corrupted satyrs (CR 4), ghoul rangers (CR 2) and three BBEGs (CR 6, 2x CR 8).

Thanks upfront for all comments and advices.

Adam

Sczarni

Hello everyone,

On our last homegame session a question popped up which can be interpreted in several possible ways. A player playing a magus character was grappled and attempted to use Spellstrike in the process at which point I pointed out that Spellstrike requires two hands to work properly so the action wasn't possible. He could still attempt to cast the spell while grappled, just not by delivering it through the weapon. My logic as a GM behind it was that a magus uses one hand to cast and another to deliver attacks, hence the two hands being used in the process. Several players interjected with interpretation that two-hands activity is only for two-handed weapons or that magus could simply shift his sword after casting a spell to another hand. They are all valid responses to a degree so I am here asking, is it possible to Spellstrike while grappled?

Relevant texts:

Grappled Target wrote:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn’t require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.
Spellstrike wrote:
At 2nd level, whenever a magus casts a spell with a range of “touch” from the magus spell list, he can deliver the spell through any weapon he is wielding as part of a melee attack. Instead of the free melee touch attack normally allowed to deliver the spell, a magus can make one free melee attack with his weapon (at his highest base attack bonus) as part of casting this spell. If successful, this melee attack deals its normal damage as well as the effects of the spell. If the magus makes this attack in concert with spell combat, this melee attack takes all the penalties accrued by spell combat melee attacks. This attack uses the weapon’s critical range (20, 19–20, or 18–20 and modified by the keen weapon property or similar effects), but the spell effect only deals ×2 damage on a successful critical hit, while the weapon damage uses its own critical modifier.
Magic wrote:
To cast a spell, you must be able to speak (if the spell has a verbal component), gesture (if it has a somatic component), and manipulate the material components or focus (if any). Additionally, you must concentrate to cast a spell.

Several topics that I managed to search through mostly agreed that you cannot use TWF while grappled, so I kind of assumed same logic in this case but the opinions were split about it in the end.

Thanks upfront for responses,

Adam

Sczarni

Hi everyone,

Last session, a question popped up about character who is playing a melee oriented druid. The question was in regards to polymorph effects (specifically his wild shape ability). He believed that creatures that which have swim or burrow speed, automatically gain the ability to breathe under water or earth. Below is relevant text as well as entire Transmutation (polymorph) section:

Relevant Text: "If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing."

Polymorph:

Polymorph: a polymorph spell transforms your physical body to take on the shape of another creature. While these spells make you appear to be the creature, granting you a +10 bonus on Disguise skill checks, they do not grant you all of the abilities and powers of the creature. Each polymorph spell allows you to assume the form of a creature of a specific type, granting you a number of bonuses to your ability scores and a bonus to your natural armor. In addition, each polymorph spell can grant you a number of other benefits, including movement types, resistances, and senses. If the form you choose grants these benefits, or a greater ability of the same type, you gain the listed benefit. If the form grants a lesser ability of the same type, you gain the lesser ability instead. Your base speed changes to match that of the form you assume. If the form grants a swim or burrow speed, you maintain the ability to breathe if you are swimming or burrowing. The DC for any of these abilities equals your DC for the polymorph spell used to change you into that form.

In addition to these benefits, you gain any of the natural attacks of the base creature, including proficiency in those attacks. These attacks are based on your base attack bonus, modified by your Strength or Dexterity as appropriate, and use your Strength modifier for determining damage bonuses.

If a polymorph spell causes you to change size, apply the size modifiers appropriately, changing your armor class, attack bonus, Combat Maneuver Bonus, and Stealth skill modifiers. Your ability scores are not modified by this change unless noted by the spell.

Unless otherwise noted, polymorph spells cannot be used to change into specific individuals. Although many of the fine details can be controlled, your appearance is always that of a generic member of that creature's type. Polymorph spells cannot be used to assume the form of a creature with a template or an advanced version of a creature.

When you cast a polymorph spell that changes you into a creature of the animal, dragon, elemental, magical beast, plant, or vermin type, all of your gear melds into your body. Items that provide constant bonuses and do not need to be activated continue to function while melded in this way (with the exception of armor and shield bonuses, which cease to function). Items that require activation cannot be used while you maintain that form. While in such a form, you cannot cast any spells that require material components (unless you have the Eschew Materials or Natural Spell feat), and can only cast spells with somatic or verbal components if the form you choose has the capability to make such movements or speak, such as a dragon. Other polymorph spells might be subject to this restriction as well, if they change you into a form that is unlike your original form (subject to GM discretion). If your new form does not cause your equipment to meld into your form, the equipment resizes to match your new size.

While under the effects of a polymorph spell, you lose all extraordinary and supernatural abilities that depend on your original form (such as keen senses, scent, and darkvision), as well as any natural attacks and movement types possessed by your original form. You also lose any class features that depend upon form, but those that allow you to add features (such as sorcerers that can grow claws) still function. While most of these should be obvious, the GM is the final arbiter of what abilities depend on form and are lost when a new form is assumed. Your new form might restore a number of these abilities if they are possessed by the new form.

You can only be affected by one polymorph spell at a time. If a new polymorph spell is cast on you (or you activate a polymorph effect, such as wild shape), you can decide whether or not to allow it to affect you, taking the place of the old spell. In addition, other spells that change your size have no effect on you while you are under the effects of a polymorph spell.

If a polymorph spell is cast on a creature that is smaller than Small or larger than Medium, first adjust its ability scores to one of these two sizes using the following table before applying the bonuses granted by the polymorph spell. (see Table: Ability Adjustments from Size Changes)

As a GM, it made zero sense to me that his chosen dire rat form would grant him the ability to breathe because rats do not usually have such ability so I temporarily ruled that he doesn't gain it. If I understood the relevant text, it implies that creature gains the ability to breathe if it normally has such ability. Did I understand it right?

Thanks for responses,

Adam

Sczarni

Hello paizonians,

It has been quite a while from the last time that I made any topic, but recently, I got shot with a blunt bullet right into my forehead for using „intelligent NPC guerilla tactics“ against the party. Although I was quite insulted for being told that the tactics were „abusive“ from my side, it nevertheless forced me to question the legality of those tactics and if I made something wrong in it so here comes a short summary of the last two fights. Please don't refrain from criticizing both me and the players, but keep it civil:

1st fight:
– Characters (party of 5x level 4 characters on horses) were ambushed in a minor valley by eight CR 2 archers from both sides of the valley. The attackers were hidden well enough on the edges of the forest and split into two groups while the party was out in the open difficult terrain on the distance of 100 feet or so. Normally, this would be CR 8 fight against APL 4 party, so archers followed a specific set of tactics (up to 4 archers would pepper the enemy with arrows while other 4 kept repositioning or withdrawing) and the fight was timed so that after 8th round, they would retreat if the characters weren't sufficiently damaged. Overall, fight was slightly challenging and only two characters received more serious injuries due to lucky NPC crits for x3 damage. The fight happened on tactical grid with all grids requiring 60 ft. of movement due to large distances so it wasn't ran normally on regular square by square mat.

What PCs did:
- After realizing they were under attack, they started to buff up heavily. In fact, I was surprised of how many spells they used which weren't actually necessary for the fight and slowly started to move toward their attackers in the melee ranged over difficult terrain. It took them quite a while, over 8 rounds to realize that they can't reach their attackers so easily. I'v made several mistakes here though and attackers kept using Withdraw + Stealth (at -5 penalty for moving normally) and I requested a move action for Perception check to locate them. As player pointed out, the withdrawing NPC would never be caught in that case, so requesting a move action for Perception check to locate them wasn't appropriate at best. My fault here, but it didn't really influence anything in entire scenario in very negative way and I didn't request such Perception check constantly.

2nd fight:
– Characters decided to rest after 4h of journey toward their location. They reached the location, but didn't actually enter due to fear of what might happen to them there because they were unprepared and wasted too many resources on the last fight (an ruined wizard's tower which they were asked to explore). Although I could understand the fear, it was a mistake to rest there. Mercenary group which ambushed them (one of the characters managed to identify them as notorious mercenaries, ghouls in fact) is attempting to reach the same objective as characters, so they were caught by surprise in ambush yet again. This time however, fight was ran normally on a mat against 4x CR 2 enemies (CR 6) encounter.

What PCs did:
- After initial damage outburst where enemies won the surprise round, characters rushed in and managed to strike down two of them. Two other mercenaries started to use same tactics as before, Withdraw + Stealth (at -5 penalty for moving normally) in order to escape. This was the turning point where 2 players snapped at me for using such „abusive tactics“, but in my mind, besides mistakes that I outlined before, this seemed correct way of playing them. How else would the NPCs be able to escape? The two mercenaries managed to escape at the end but not without players being sarcastic over it.

So long story short, here is the several questions that trouble me:

Did I really, but really abuse tactics against players? In my mind, they made a terrible mistake of rushing into melee, in the 1st fight, by closing in over 200 feet of distance and leaving 2 party members isolated (one almost died though).

Is withdraw + stealth legit tactic in heavily overgrown terrain where finding cover or concealment is easy. In fact, characters benefited from partial cover and 20% concealment during entire 1st fight to represent the terrain itself without drawing every tree or rock.
What could I have done better during both of these fights?

How can enemy escape in this forest type terrain if withdraw + stealth isn't legit tactic. It simply seems unfair if they have 0% of actually managing to escape and when I say this, I say it in spirit of low level play. I have no objections if characters manage to track them down on higher levels through skills or spells, but at least small degree of realism must exist.

I am aware that summaries might be a bit long, but I appreciate any responses, insight and reading over the topic.

Adam

Sczarni

Hi everyone,

I am GMing a next session this week and party decided to pursue rumors about old "haunted" mansion inside the city. I have managed some story for now, it's mostly focused around single individual who murdered his own family and gained new not so "live" family. This new family of dead and living creatures operated inside the city and needs some not so undead operatives to keep it flowing, so I am searching for some creatures that might work well with undead.

The party is currently level 1, but I might bump them to level 2 for this. "Haunted house" at level 1 seems a bit too challenging but in either case, creatures with CR from 1-4 would suffice. Suggestions and ideas are also welcome.

Thanks for responses,

Adam

Sczarni

Hi everyone,

This question bothered me for some time now and I couldn't find any topics about it, but how are critical hits from a creature with negative strength resolved?

Example would be tiny creature doing (1d2-2) damage on hit. So how much damage does it score on critical hit? 1 nonlethal? 2 nonlethal?

Thanks on responses,

Adam

Sczarni

Hi everyone,

I had a recent rules discussion that popped up in our last game. One of my characters got afflicted with deadly disease and our GM ruled that he is unable to do much due to this deadly disease (disease acted like normal disease; it wasn't homebrew version) and he couldn't use Craft (alchemy) in this condition. We likewise had a discussion later where he claimed that disease prevents spell preparation also (but this didn't effect my character) due to it being a "distraction". I pointed out that nothing suggests so in the RAW.

So I am double-checking if there is anything in the rules implying that diseases or afflictions in general would mechanically prevent any other activity that character does (unless it's specifically stated in the affliction text)?

Relevant texts:

Preparing Wizard Spells:
A wizard's level limits the number of spells he can prepare and cast. His high Intelligence score might allow him to prepare a few extra spells. He can prepare the same spell more than once, but each preparation counts as one spell toward his daily limit. To prepare a spell, the wizard must have an Intelligence score of at least 10 + the spell's level.

Rest

To prepare his daily spells, a wizard must first sleep for 8 hours. The wizard does not have to slumber for every minute of the time, but he must refrain from movement, combat, spellcasting, skill use, conversation, or any other fairly demanding physical or mental task during the rest period. If his rest is interrupted, each interruption adds 1 hour to the total amount of time he has to rest in order to clear his mind, and he must have at least 1 hour of uninterrupted rest immediately prior to preparing his spells. If the character does not need to sleep for some reason, he still must have 8 hours of restful calm before preparing any spells.

Recent Casting Limit/Rest Interruptions

If a wizard has cast spells recently, the drain on his resources reduces his capacity to prepare new spells. When he prepares spells for the coming day, all the spells he has cast within the last 8 hours count against his daily limit.

Preparation Environment

To prepare any spell, a wizard must have enough peace, quiet, and comfort to allow for proper concentration. The wizard's surroundings need not be luxurious, but they must be free from distractions. Exposure to inclement weather prevents the necessary concentration, as does any injury or failed saving throw the character might experience while studying. Wizards also must have access to their spellbooks to study from and sufficient light to read them. There is one major exception: a wizard can prepare a read magic spell even without a spellbook.

Spell Preparation Time

After resting, a wizard must study his spellbook to prepare any spells that day. If he wants to prepare all his spells, the process takes 1 hour. Preparing some smaller portion of his daily capacity takes a proportionally smaller amount of time, but always at least 15 minutes, the minimum time required to achieve the proper mental state.

Spell Selection and Preparation

Until he prepares spells from his spellbook, the only spells a wizard has available to cast are the ones that he already had prepared from the previous day and has not yet used. During the study period, he chooses which spells to prepare. If a wizard already has spells prepared (from the previous day) that he has not cast, she can abandon some or all of them to make room for new spells.

When preparing spells for the day, a wizard can leave some of these spell slots open. Later during that day, he can repeat the preparation process as often as he likes, time and circumstances permitting. During these extra sessions of preparation, the wizard can fill these unused spell slots. He cannot, however, abandon a previously prepared spell to replace it with another one or fill a slot that is empty because he has cast a spell in the meantime. That sort of preparation requires a mind fresh from rest. Like the first session of the day, this preparation takes at least 15 minutes, and it takes longer if the wizard prepares more than one-quarter of his spells.

Spell Slots

The various character class tables show how many spells of each level a character can cast per day. These openings for daily spells are called spell slots. a spellcaster always has the option to fill a higher-level spell slot with a lower-level spell. A spellcaster who lacks a high enough ability score to cast spells that would otherwise be his due still gets the slots but must fill them with spells of lower levels.

Prepared Spell Retention

Once a wizard prepares a spell, it remains in his mind as a nearly cast spell until he uses the prescribed components to complete and trigger it or until he abandons it. Certain other events, such as the effects of magic items or special attacks from monsters, can wipe a prepared spell from a character's mind.

Death and Prepared Spell Retention

If a spellcaster dies, all prepared spells stored in his mind are wiped away. Potent magic (such as raise dead, resurrection, or true resurrection) can recover the lost energy when it recovers the character.

Small Text About Diseases:
From a widespread plague to the bite of a dire rat, disease is a serious threat to common folk and adventurers alike. Diseases rarely have a limited frequency, but most have a lengthy onset time. This onset time can also be variable. Most diseases can be cured by a number of consecutive saving throws or by spells such as remove disease.

Note: Not everything listed here is a true "disease" as some of the below are more accurately described as infections, parasites, or other unfortunate maladies adventurers might occasionally have to cope with.

Thanks on responses,

Adam

Sczarni 4/5

Hello to everyone,

I am GMing tomorrow a single season 2 scenario (Rebel's Ransom) and with the current party APL (7.4 with 5 players), it's pretty close to being on the borderline between the two subtiers (5-6 & 8-9). Would it be considered fair to consider this same as 0.5 ruling and let the party decide the subtier they wish to play?

0.5 ruling from PFS Guide:
In order to determine which subtier a mixed-level group of PCs must play in, calculate the group’s average party level (APL). Divide the total number of character levels by the number of characters in the party. You should always round to the nearest whole number. If you are exactly at 0.5, let the group decide which subtier they wish to play.

Thanks on responses,

Adam

Sczarni

Hi everyone,

I am slowly collecting things to use in my future campaign which is gonna be set in medieval Japan like setting (Tian Xia) and partly free world roaming. I want PCs to feel free to do what they wish to and although there will be main story arc and several premade quests, I feel that I might need a random quest generator. A simple table where I can roll the dices and form a simple random quest from several blunt ideas in it.

Example: *rolls the dice* "A carpenter searches for party on" *rolls the dice* "infiltration mission."

Please note that I generally don't have access to PC during game, so those quest generator programs aren't an option. Ideas are likewise welcome since I suspect that creating such random quest table shouldn't be too hard.

Thanks on responses,

Adam

Sczarni

Hello paizo community,

I am writing this topic to gain different perspective and opinions because in our current PF home campaign group I feel sometimes a bit depressed. Please, note that these moments are rare and actually all players and GM in the group are fun to play with. Every session is a wild amount of fun and we are a type of group who loves to joke around a lot. Really, most of the time, it's great and I shouldn't complain at all.

But there are the moments when things hit me in such a way, that it's depressive to watch. I am literally confused and unsure if it's me causing the problem or someone else. In short, I am trying to collect my thoughts here in this topic.

We are a three man party currently, but it might hopefully change in future. From the first session, we were thrown into the dungeon and stripped of every item. We were slaves for a hunt in which we miraculously survived (cool plot story) and ended up in a metropolitan city on a specific plane. A gang found us immediately and stripped us further of anything we had before getting rescued by an NPC healer and from that point on, we have been doing minor jobs for tens of gold pieces, albeit, most of them unsuccessfully. The entire thing horzaradic (yes, I just invented new word) when we ended up within a feud of two merchants. We kept switching sides a lot and in the end it ended up with one dead merchant not by our hand. The surviving merchant set a 1500 gp bounty on us and we are struggling with the mercenary company and every other NPC in the town so much that it's above paranoid anymore.

I am not gonna say we did great choices. In fact, there was some amount of thievery and even murder involved (yeah, we are of very mixed alignments currently) and we were all kind of guilty for it, but what's bugging me is that... Nothing EVER goes right.

Every mission is fail or botched. We meet and make more enemies then friends and it's starting to feel as we are fighting against invisible titan. In first 10 sessions, we played with rogue who can't do much besides having skills, me as a wizard without spellbook and alchemist who carried us hard through fights. Every decent common fight was though as hell and if we receive too much damage, it sets us back on loot and time too much, giving time „invisible titan“ to act against us.

Last session now was great and fun. I rolled a new character, a goblin barbarian who I wanted to see if he can actually survive long enough but in our roleplay, we ended up with devils. A party member wanted to sell his soul to get himself and us out of the mess, but after devil started talking about „order and peace“ and „writing on a contract“ to my little goblin, and wouldn't stop talking, he spitted on him and everything escalated again with party saving my goblin by signing the contracts. Now, I feel bad for causing such in-game conflict of roleplay but players didn't mind it. We are now bound to join in endless war between demons and devils.

So after actually reading through this entire post, can someone give me another perspective or opinion of, why am I feeling a bit unhappy?

Thanks for the thoughts,

Adam

Sczarni

Hi everyone,

I am making new character for home campaign and I settled on illusionist, however, I am checking the Shadowcaster archetype and I am slightly confused by the first ability:

Shadow Spells (Su) wrote:

At 1st level, a shadowcaster uses his shadow to prepare additional spells. He must spend his entire period of spell preparation in dim illumination to use this ability. He may prepare a number of additional spell levels of spells equal to the level of the highest-level wizard spell he can cast. For example, if he can cast 6th-level wizard spells, he could prepare six 1st-level spells, two 3rd level-spells, or any similar combination that adds up to a total of six spell levels. These spells are stored in his shadow. He can only cast these spells when he is in an area of normal light or dim light. He gains Shadowtongue as a bonus language.

This ability replaces arcane bond.

The bolded part confuses me. Does it include all spells that wizard casts?

Additional question: How could I counter being in darkness? The campaign world will include a lot of demons, daemons and devils, so I am slightly afraid of darkness and deeper darkness spells.

Thanks on answers,

Malag

Sczarni

Hi everyone,

This ability confuses me for a moment;

Effortless Sneak wrote:
At 3rd level, the chameleon chooses a single terrain from the ranger’s favored terrain class feature. While she is within that terrain, she can take 10 on any Stealth check she can make within that terrain. When the chameleon reaches 6th level, and every three levels thereafter, she chooses a new type of terrain from the ranger’s favored terrain list. She gains this ability with the newly picked terrain.

Does a chameleon rogue actually gains favored terrain or he can only take 10 in chosen terrain without actually having it?

Thanks on responses,

Malag

Sczarni 4/5

Hi everyone,

I am making a new character for PFS play and I decided to go with a gunslinger, but I am having trouble understanding which "discount" do gunslingers gain when buying ammunition.

This is what I found at Additional resources page:

From Additional Resources wrote:
Gunsmithing does not grant the ability to craft firearms, ammunition, or black powder. Rather, it allows the purchase of bullets, pellets, black powder, and alchemical cartridges (with 1 rank in Craft [alchemy]) at the listed reduced price, but does not grant a discount on the purchase of any firearm. Resold items gained through this feat are worth half the actual cost paid, not half the regular market value for the item.

And this is only "discount" mentioned in Gunsmithing Feat:

From Gunsmithing Feat wrote:
Crafting Ammunition: You can craft bullets, pellets, and black powder for a cost in raw materials equal to 10% of the price. If you have at least 1 rank in Craft (alchemy), you can craft alchemical cartridges for a cost in raw materials equal to half the price of the cartridge. At your GM’s discretion, you can craft metal cartridges for a cost in raw materials equal to half the cost of the cartridge. Crafting bullets, black powder, or cartridges takes 1 day of work for every 1,000 gp of ammunition (minimum 1 day).

So if I understood it right, I am buying bullets, pellets and black powder at 10% of price only always and alchemical cartridges for 50% of price?

Thanks for respones,

Malag

Sczarni

Hi everyone,

I am relatively experienced player and pleased with one of mine PFS characters (currently cleric 5/rogue 1), however long time ago I took masterwork agile breastplate for free from my faction and enchanted it over time to +2. My character's idea slightly changed also, so I took a level of rogue to fill in mine skill starved cleric. From his backstory and flavor wise it makes sense also.

What's bugging me is that I am stuck with +2 armor which I cannot sell and I plan to grab 1-2 more levels of rogue and will gain Evasion. And of course Evasion doesn't work in medium armor, so I am searching for a way to make it work with my current armor or best possible way so it's not standing there for nothing.

Thanks on responses,

Malag

Sczarni 4/5

Hi everyone,

I wanted to double check this just to be sure that my witch can obtain the improved version of familiar.

I was planing on taking one of the mephits from the Beastiary 1. According to additional resources, mephits are legal picks from Ultimate Magic. So if I own Beastiary 1 and UM now, I can take a mephit as my new familiar?

Thanks upfront for responses,

Adam

Sczarni

Hi everyone,

One of my players recently rerolled new character and as always, tends to focus a bit on something specific, sometimes even gamebreaking at least from my eyes.

Currently out of all buffs that party has, none are so problematic against solo casters as SR of 35 which lasts ~15 minutes. I can see party walking around completely untouchable by this single spell. Even Dispel Magic can't remove it due to high caster level. Runelord himself (we are playing RoTR) who is level 20, will have to face around SR ~38-40. How is he supposed to beat that?

In the end, I can probably figure something out, but it just wastes whole bunch of time while I find something out, so in the meanwhile I would love advice or two.

This is high level play (currently lv14) and just assume that player isn't cheating or such, so such comments are unnecessary.

Thanks infront for respones,

Malag

Sczarni

Hello everyone,

I have been recently pondering of some things (mainly zombies and skeletons) and how to make them viable challenge for higher level of gameplay. After a certain level these types of creatures tend to show up less frequently since only way of making them tougher is through racial HD of fallen enemies as they do not benefit anything from class levels due to their mindless nature. I would like to avoid that, since that includes using large or larger creature types most time and it tends to be kind of predictable.

So, myself being a fan of zombies and zombie movies, I would love to hear any idea's on how to make them tougher opponents or more challenging, unique or whichever might be fun. I have also some idea's of my own of course, but I would love to hear some insight of other people and how they would approach this.

Thanks upfront on replies,

Malag

Sczarni 4/5

Hello everyone,

A player in our local group recently got a terrible disease from one of scenario's which I won't name due to spoilers. In any case, DC is 28 for such disease and player being level 6 can't overcome such disease alone.

I know that tending for a person can grant +4 bonus on rolls as well as antiplague giving a reroll or temporary bonus for +5 for 1 hour. Only thing that I suggested to a player is being tended and keep chugging antiplagues like crazy to get 16 or more (with Bear's Endurance temporary up) in a small time period. It could be done with 18 or more on dice without Bear's Endurance.

So I am pleading to the community to grant me some idea's to help out this player, even if it costs him a lot or if there is any helpful thing that can be gained from a scenario itself.

Adam

Sczarni

Hello everyone,

Recently, during a month or two, I have been redesigning certain villains, monsters and NPC's in a Adventure Path of Rise of the Runelords. Often enough, statistics match and I always check the original creature and compare it with newly created one, but even more often statistics are way of the usual creation of a creature.

What exactly am I talking about? I am talking about different monster stat arrays. Some NPC's seem to be built around 20 point buy rather then 15 point buy stat array without increase in CR and while this isn't the only thing that comes to my mind right now, it seems most influencing one.

This isn't exactly a problem, but is more a question of pure curiosity. How are creatures made in Adventure Paths? What warrant's an increase in CR and what doesn't? What point buy is used?

Thanks upfront for answers and any links to where I am might find the answers are welcome,

Malag

Sczarni

Recently I am having some monsters to play with as a GM and several thoughts occurred to me that include monster special abilities and spells.

Example and question; Would a ghoul who uses a spell for example shocking grasp also trigger his special paralysis ability which usually triggers on a normal natural attack?

Thanks for answers,

Malag

Sczarni

Hello everyone,

I am trying to make several regular humanoid ghoul creatures, however I can't seem to find the rules on making one. Do they gain any increase in statistics or such, or they retain the statistics of living creature? Is there a HD increase for size or for regular humanoid?

Thanks upfront for responses,

Malag

Sczarni

I was recently toying with idea of taking Dirty Trick chain on a gnome bard and suddenly a whole new world opened to me when I realized, what if you can combine specific items along into dirty trick combat maneuver. Several examples are given below:

- Use the acid flask to spray it directly into the opponents eyes/face.
- Use the tanglefoot bag to disable opponents movement.

So my question is, can you do it? Could the target receive additional damage or condition if some specific item would normally trigger it? I am curious if this is possible.

Thanks upfront on responses,

Malag

Sczarni

Upon using Stand Still feat;

Does successful combat maneuver check against creature prevent him from making a full-attack or full round actions? From my reading of the feat, it simply makes target unable to move. It doesn't say that target wastes a move action in the process unless target already moved 5 or more feet during the round.

Thanks upfront for the answers,

Malag

Sczarni 4/5

Hello everyone,

I have a simple question which I saw being asked numerous times and I can't remember that it ever received answer. If it did, I welcome anyone to provide a link. I have little free time these days to search old forum topics.

So the question is: Can a PFS GM choose to not apply GM chronicle to any character? My characters tend to advance fast before I get a chance to play them at all.

I also thought about Slow Progression, but it only consumes chronicles with half slower progression. Al tho it might slow down my character's XP, I am just losing chronicles for nothing because I am playing PFS for a long time now. I played at very least half of scenario's, if not more. So it doesn't seem very helpful to me to choose such.

I hope the question is clear and I hope someone can help me out with this minor problem. Thanks upfront for responses.

Adam

Sczarni

1 person marked this as a favorite.

Hello everyone,

The sign of topic might be a bit incorrect, so I will clarify. A player in my AP of Rise of the Runelords is playing False Priest sorcerer archetype.

There is ability which he gains at 9th level,

False Channel:
At 9th level, the false priest can use his own magic to power spell completion and spell trigger items that use divine spells. He expends a sorcerer spell slot that is at least 1 level higher than the level of the spell he’s trying to activate, then makes a Use Magic Device check. If he succeeds, the item’s spell occurs and the item or charge is not expended. If he fails, nothing happens. Whether he succeeds or fail, his spell slot is expended.

This ability replaces the bloodline power gained at 9th level.

and this enables him to buy scroll of Raise Dead and scroll of Restoration and cast almost unlimited amount (with around 5% fail chance) of resurrections. I wouldn't feel concerned much if the ability didn't include the 5000 gp worth diamond, but it does, hence I feel a bit worried.

Without making any house rules or adding a disadvantage to my player, I am searching for a way how to approach this and if I missed anything in either ability, scroll using or Use Magic Device skill itself. Party is currently level 12. All suggestions are welcome, but if it includes less house-ruling, the better.

Adam

Sczarni

Hello everyone,

I have a question of advice whether to go for mounted combat on my battle oriented cleric. Typically I can decide for myself, but I am torn apart a bit between the fluff and mechanics of it.

A quick statistics of my character:

Dwarf cleric of Torag (forgemaster), currently level 3 and about to take a single level into fighter class primary for proficiency with dwarven weapons.

Statistics: Str 16, Dex 12, Con 16, Int 14, Wis 14, Cha 5.
Feats: Power Attack, Combat Reflexes.
Armor Check Penalty: -4.

He has decent armor, hp, saves and pretty much everything. I fairly happy with him, however I would love him to be able to ride a heavily armored bison while wielding his dwarven longhammer later on after few more levels, so I am just planing up a head to see if it's possible to make it work.

So my real questions are, how can I make it work? Is it possible to make it at least a viable option?

Additional side questions;
How high is Handle Animal skill needed?
How high is Ride skill needed?
How many feats are required?
Is it even possible to use heavy barding?

This is for PFS, so only legal options are needed.

Thanks upfront for responses.

Sczarni

So a boss in AP that I am leading had enough time to set up things in motion and is definitely not dumb. One of the first things was to put bounty on player's heads for 10 000 gold pieces.

Terrain is urban, set in city of Magnimar, but hunters might show up in wild also. Humanoids are prefered, but any other intelligent or shapeshiftable monsters are welcome.

So, bring me up your ideas. Give me your best bounty hunters that you can imagine!

Sczarni 4/5

Is it allowed to buy items between accumulated GM chronicles? I am asking mainly because I wish to spend accumulated Prestige Points for several wands and not come on session with ultra big list of what I am buying.

Thanks on responses,

Adam

Sczarni

I settled with a forgemaster cleric, however it seems that I have some time to decide how to build him before I get to play him at PFS.

What troubles me is that he gains an 8th level Dancing Weapons power, which is okay, but I would much further love to get the Construct Subdomain power to animate objects.

a) So are there any ways to additionally add subdomain to a character?

b) Is there is some way to gain Animate objects either as an item or spell sooner then gaining it as a 6th level spell?

c) Would the inquistor be able to add a new domain/subdomain if my only choice from cleric domains is Artifice?

Consider that CRB, APG, UM, UC, UE books are allowed. Thanks for respones,

Adam

Sczarni

So I noticed there are no topics about this cool mini machine from PFS Field Guide which costs 500 gold pieces:

Clockwork Prowler:

This 2-foot-tall wooden clockwork automaton is shaped roughly like a short-backed, wheeled chair. When wound up with the folding handle at its side, the clockwork prowler trundles forward at a speed of 15 feet per round for up to 2 minutes. A clockwork prowler cannot move through difficult terrain. Each round of vigorous winding powers 2 rounds of movement. If its brake is not released immediately after winding, the prowler loses 1 round of movement for every 2 rounds it sits idle. The clockwork prowler can carry up to 20 pounds of weight at full speed, or up to 50 pounds at a speed of 10 feet. Higher weights prevent the prowler from moving. A clockwork prowler has hardness 5 and 90 hit points, and when in motion has AC 12 (a motionless clockwork prowler has AC 5).

There is also an advanced version with more hardness and a whooping 150 hit points. These little guys can sure take some beating and the best and only use that I can think off for them is to trigger traps with them and simply mend them after trap encounter.

What other uses there might be for these little guys?

Sczarni 4/5

Just a simple question,

Is Oil of Bless Weapon considered always available item? Usually, items are made from wizards/druids/cleric so I can't really find if this one is given an exception to be always available to buy.

I apologize in advance if it was answered somewhere before,
Thanks on answers,

Adam