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What is the CMB of the wrecking ball trap? Same as it's attack bonus?
From the way it's written, I think you compare the same attack role to the victim's CMD.
Does anyone else find it funny that a necromancer who runs a shop selling undead and wears a skull on his face feels the need to cast undetectable alignment every day?
John Compton wrote:
But if they only find one switch, wouldn't they have a 50% chance of finding the wrong one, and thus make the trap harder?
Could someone explain the trap in B11 better? I'm a little confused as to where exactly the bypass switches are, and I'm especially confused as to why switching one of them in tier 1-2 turns the trap into the more potent version...it seems like a party who randomly flips one of the switches has a good chance of getting hit with an 8d6 fire blast. That seems really brutal for tier 1-2. Could you explain the thinking behind that?
Thursday, August 14
Friday, August 15
Saturday, August 16
Sunday, August 17
Frankly, yes. I rolled to see how long the Legion would take to show up, and it was something along the lines of 12 minutes. The fight in the basement took less then two minutes, and the fight with the guards upstairs took two rounds, and maybe another 2-3 rounds for the fight with the demons in the stables. Still left plenty of time to grab the prisoners and dimension door away.
I'm not saying it was a bad adventure, I just think throwing 16 CR 1 opponents at a table of 8-9th level PCs isn't a very challenging or exciting choice. Don't get me wrong, I'm a huge fan of the heist idea, but the opponents (minus the boss, who I thought was well designed) could have used a bit more oomph. And I really didn't like how a (trivially easy at this tier) DC 25 gather information check was all it took to find out about the back entrance.
I ran this last night..it seemed to go pretty well, though the boss fight took a while. The party used the sewer entrance to enter the compound, triggered the trap, and started a long slog of a fight with Sophini, her apprentice, the xill, the guards, and eventually the two daemons. By the time that fight was over, everyone was pretty much worn out, and they were practically falling asleep when they went upstairs for an anticlimactic slaughter of a bunch of CR 1 guards. I think having the sewer entrance available to go through the compound in reverse order really hampers the scenario.
Every time I've ran the Midnight Mauler, the PCs always want to buy wolfsbane before they leave Absalom. That's all well and good, and I have no problem with that. But I've ran into some confusion. Wolfsbane is listed in Adventurer's Armory as costing 5 sp. On the chronicle sheet and in Ultimate Equipment, it costs 500 gp. Obviously there's a huge difference there. I'm assuming the 5 sp is the cost for the raw herb, and 500 gp is the cost for the poison - it's listed for that same price on the poisons table in the core rulebook. Was I wrong for letting my players buy it for 5 sp? What would be the point of buying the 5 sp version if it didn't cure lycanthropy?
Daniel Luckett wrote:
For the record, Dan, my vote is for hard mode when we do play. Go big or go home.
Yes, this would be a huge help. I know that VCs can look up what people have played, but it's still a painstaking operation that requires looking up each person individually and making a list. I'd love for that system to be automated and open to anyone for use in planning an event.
Sure, obviously there are small variations. But if you want to play, say, a lightly armored, finesse-based fighter, you have to pay feat taxes in order to make that concept work. If you want to play a fighter who overcomes his opponents through tactics and wit (example: Sherlock Holmes in the most recent film adaptation), there's no real mechanical way to represent that. Divorcing combat effectiveness from ability scores allows you narrative control to describe your character however you want without being hampered by the numbers.
One thing that annoys me is that, by the rules, you can readily have all the materials you need to bend the fabric of reality to your very whim in an easily-replenished 5 gp spell component pouch, but if you want to do something crazy like fight with a bow, then by gods you'd better be tediously keeping track of every single arrow and rolling a percentage chance to see if they break after you use them.
Tristan Windseeker wrote:
Any comment on the Globster's stat block being incorrect? This appears to be an error in Bestiary 3, but I am not sure if the error is the Strength score or the rest of the stat block...
You're probably right, either the Strength is wrong or the rest of the statblock is wrong. It should probably be errata'd one way or another in the future.
I was wondering about that too, and I just decided that the otyughs had been around this area long enough to adapt to dragging half of their body through the muck. It didn't really end up being an issue beyond the first round of combat, though, as both of them ended up staying pretty still.
My main confusion came from the second encounter, with the two urban rangers. I wasn't entirely sure where they were supposed to be positioned, so I had them poke their heads out of the pipe while the party was examining the statue. When they wiggled out, the positioning was such that there wasn't really anything stopping them from fleeing once the gremlin started making the statue glow. Overall that whole encounter was confusing, and I don't I did a good job of conveying what was going on.
Purple Fluffy CatBunnyGnome wrote:
I think so there is a standard across the board ... w/out the rule you'd have people with odd numbers and such .. this way it's even ... just think if you could switch on each scenario ... oops .. i died ... guess i'll be at full progression to get the money to rez and stuff .. and oh next scenario i'll go back to half progression cause i want to play more.
But you can already do that, just only for those scenarios when you're exactly at the level cutoff.
Purple Fluffy CatBunnyGnome wrote:
I always thought that was a silly rule..does anyone know why it's in place?
Seth Gipson wrote:
I tend to read the conclusion of the scenario to the players, though ocassionally I will ad lib it instead, but I always try to have something to say or do after the boss fight, just to help the scenario actually feel complete.
The problem is that a lot of scenarios don't really have a conclusion written at all.
Steve Miller wrote:
Can someone provide me with a link to an end-all be-all darkness adjudicating guide? Or a diagram? I'm thinking a Venn diagram with light, darkness, daylight, deeper darkness, and heighten daylight in prevailing light conditions of darkness, dim light, normal light, and bright light would solve the issue.
You'd think so, but the rules on darkness in general are a complicated, confusing mess that manage to confound some of the best DMs I know.
I tend to (try) to make rather powergamey characters, and I don't think I'd take that trait. I'd much rather have extra class skills, or a static bonus to prop up a weaker save. I don't remember the exact math on it, but I think a reroll of a d20 works out to something like a +3 bonus on average. Personally, I don't think that a +3 bonus on one roll per day is really that more powerful than a constant +1 bonus.
Where are you at in Michigan? I know there's games being run in Fowlerville and Mt. Pleasant on a regular basis. Check out the forums on www.michiganpfs.org and see if anything is happening nearby, or toss an email to your local Venture Lieutenant, Eric Clingenpeel, and he might be able to help you find some players.