Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ
Kobold

Matt Haddix's page

FullStarFullStarFullStarFullStar Pathfinder Society GM. 91 posts. No reviews. No lists. No wishlists. 20 Pathfinder Society characters.


RSS

1 to 50 of 91 << first < prev | 1 | 2 | next > last >>
****

When should we expect to receive the scenarios we're running that have already been released? I'd rather save the 4 bucks if possible. :)

****

I made a ninja with the firesight feat and smoke bombs, but she's just sitting on GM credit right now and I haven't had a chance to actually play her

****

John Compton wrote:
Matt Haddix wrote:
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?
There are a total of four switches in the area—two on either end of the archway so that someone could turn the trap on or off from either side. If both switches at one end are in the "on" position, the trap is very deadly (Subtier 4–5) when somebody walks in from that direction. If only one is on, the trap is less effective (Subtier 1–2). It's possible to make the trap very dangerous by accident, but by only having to find one switch, it's easier for a Subtier 1–2 group to bypass the trap entirely.

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?

****

The tactics for the gnolls say that they focus on ranged attacks...but the only ranged weapons a gnoll from the bestiary has is a single spear, and I can't really picture them throwing away their only weapon. Should they have bows or slings or something?

****

Thursday, August 14
Slot 1 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 2 (1300-1800): OFF
Slot 3 (1900-2400): Gen Con Season 6 Special: The Paths We Choose (3-7)

Friday, August 15
Slot 4 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 5 (1300-1800): #5-18: The Stranger Within (5-9)
Slot 6 (1900-2400): OFF

Saturday, August 16
Slot 7 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 8 (1300-1800): OFF
Slot 9 (1900-2400): Bonekeep Level 3

Sunday, August 17
Slot 10 (0900-1400): OFF


Option A is correct by my reading of it.

****

Congratulations Eric, I couldn't think of a better choice.

****

terraleon wrote:
Matt Haddix wrote:
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.

They had an anticlimatic slaughter with the Pure Legion beating on the compound door and the guards holed up in their towers? Impressive...

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.

****

Yes, you're wrong. The only rule about dragon hide armor is that it isn't "always available", which means you can buy it once you have the appropriate Fame.

****

Thornkeep is fun, but I'd definitely wait to run the first part until your players are 2nd level. There's a monster in there that can quite easily kill a 1st-level character with one hit.

Spoiler:
It's a wight.

****

I would like this change. It would also make it easier to run modules, without having to wait to have the right people with the right characters falling within the narrow level band available.

****

1 person marked this as a favorite.
Cao Phen wrote:
What? No one has a Mithral Waffle Iron and all its Non-Stick glory?

My character in the Serpent's Skull AP actually negotiated passage from a tribe of natives by trading them a mithral waffle iron and teaching them the benefits of starting their day with a complete breakfast.

****

Anyone else having trouble reporting sessions lately? I keep getting this error:

Quote:


Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties.

****

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?

****

1 person marked this as a favorite.
Daniel Luckett wrote:
Sin of Asmodeus wrote:
*I* for one, welcome our new Epic Challenge Overlords, and say, to them. "Hail the great SLURM LORDS". Now please punish me, and quickly. >.>
You're welcome at my table in Kalamazoo when I guinea pig my local players before my 4 runs of it at Gencon, or just find me at Gencon. Happy Hunting.

For the record, Dan, my vote is for hard mode when we do play. Go big or go home.

****

I just played this yesterday, party of 4 at exactly APL 7.5, so we played high tier. It was a TPK in the first fight - the entire party failed their saves against the confusion, even after using shirt rerolls.

****

Поздравляю!

(I really hope google didn't translate that incorrectly...)

****

Also keep in mind that if you're playing in a play-by-post, which can take some time, that character is "locked" to that adventure and can't be played in another one until it's completed.

****

Samy wrote:
I couldn't disagree more about 4e. Four years from launch to the announcement of the next edition is an abysmal failure.

By that rational, 3.0 (lasted 3 years) and 3.5 (lasted 5 years) were abysmal failures. If 4e was an abysmal failure, there wouldn't *BE* a 5th edition.

****

1 person marked this as a favorite.
Mekkis wrote:
Lab_Rat wrote:

1) Mustering: We as players already register our characters on Paizo's website and can locate events near us but I wish it went a step further. I wish that once we found that event we could sign up for it and muster right on Paizo's website instead of having to utilize a third party site.

I'd like to expand on this. Paizo knows who's played what. Groups I deal with have tried various methods of keeping track in order to find available scenarios, but they all require constant maintenance.

If the "who's played what" was opened up, it would greatly improve the mustering process.

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.

****

I for one can't wait to do amazing mythic feats like quick-drawing something out of your pocket (BUT NOT FROM YOUR BACKPACK BECAUSE THAT WOULD BE OVERPOWERED). Truly a legendary ability.

****

Awesome, I'm getting to run this soon on Roll20 and it'll save me some time. Maps look great!

****

It has nothing to do with what the Bestiary lists, it has to do with what's listed in the Additional Resources.


AnnoyingOrange wrote:
Matt Haddix wrote:
Honestly, I'd get rid of ability scores entirely and have all your statistics derived from your class and level. Ability scores lead to characters being too similar, ironically - every fighter ends up being strong and dumb, every wizard ends up being smart and weak, etc.
That is more about how you determine scores than the actual workings of it and not all are the same, just the optimized builds on the boards here.

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.


Honestly, I'd get rid of ability scores entirely and have all your statistics derived from your class and level. Ability scores lead to characters being too similar, ironically - every fighter ends up being strong and dumb, every wizard ends up being smart and weak, etc.

****

Jiggy wrote:


For your specific example, though, I'll go ahead and tell you that things not published by Paizo are never legal (unless there's some exception I'm unaware of).

Though they don't seem to mind letting authors use cheesy tricked out Tome of Horrors monsters...

****

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.

****

Unless I'm mistaken, drugs aren't legal in PFS anyways.

****

I saw a group that all had fogcutting lenses and would absolutely murder things while under cover of obscuring mist.

****

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.

****

Worldwound Gambit taught me the swear "Iomedae's tapered teats", and that's been pretty useful so far.

****

Júlíus Árnason wrote:
No mention of King Xeros? Man, that one was brutal...

Oh yeah, that one was pretty bad, especially when our cleric

Spoiler:
got dragged away to have eggs implanted in him.
****

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:


slow advancement can only be chosen at each level up -- it sounds like he's sitting at 5.1 so opting for slow advancement won't work in this instance ... the new character is really about the only option avilable.

I always thought that was a silly rule..does anyone know why it's in place?

****

Honestly..the most deadly game I ever played in was Murder on the Throaty Mermaid. Somehow between the terrible rolls on the part of the PCs and amazing rolls from the DM, we almost TPK'd in the first combat.

I'd say Rebel's Ransom was a close second.

****

1 person marked this as a favorite.

I had a fun time playing it, until we got to the

Spoiler:
middle room with the elementals
, which was just an incredibly long, boring slog against creatures with unbeatable DR. That one fight probably took over an hour and we ended up running out of time.

****

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.

****

Bully for you, good chap!

****

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.


It sounds like that player was doing some sort of ninja/gunslinger multiclass gimmick that wasn't very effective. Maybe it's one of those characters that needs a few levels to start to shine.

****

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.

****

I took Spectacles of Understanding.


Chris Lambertz wrote:
Just a small reminder: edition warring isn't OK on paizo.com.

Really? Because there's still a pretty offensive post up there "4e is, was, and ever shall be an abomination that trampled the history and traditions of our game)." Is it only anti-Pathfinder edition warring that gets disciplined?

****

Holy crap, Adam! You've been busting ass down there. Seems like just yesterday I was TPKing you in your first adventure.

****

Deussu wrote:

I recently heard a session of Fortress of the Nail (tier 8-9) garnered two PC death, one of them permanent. Apparently the GM had the Edavagor use its breath weapon, but allowing only one save. According to my understanding it has two breath weapons, thus both allow a save, and both are independently affected by Resist Fire and such.

So, be mindful of that.

I'm not so sure that's correct. Under the creature's statistics, it does say
Quote:
breath weapon (2 30-ft. cones, 8d6 fire damage plus spoor worm, Reflex DC 24 half, usable every 1d4 rounds)
but it also says
Quote:


Breath Weapon (Su) When an edavagor uses its breath weapon, both of its heads breathe a 30-foot-long cone of flame. These cones can be directed to affect separate squares (dealing 8d6 points of fire damage to those within), or can cover the same area (wholly or partially; dealing 16d6 points of fire damage to those within). The save DC is Constitution-based.

Based on my reading of the second section there, I think it effectively becomes one breath weapon with double the damage.

****

Mark Moreland wrote:
The portal isn't necessarily a wall of flame from the Hell side of the doorway. The edavagor should be at the far end of the room, close to the gibbets. With darkvision limited to 60 ft. and no low-light vision, it's going to need a round or two to use scent and move closer to investigate. It's entirely possible for the PCs to enter the kennels and escape notice for a round or more, and once they have attracted the guardian's attention, they can always go back through the portal to get healing and other resources they'll need to beat it after they've seen what they're up against. The additional devil only tries to stop them if they attempt to take Zarta through the portal. There's no limit to the number of times they can activate the portal, and thus they can retreat through it and re-equip/regroup as necessary.

When I ran this Sunday, the party's barbarian moved up to attack the edavagor and missed, then was on the recieving end of 5 attacks which killed him instantly. The rest of the party fought for a round or two, but then decided to retreat, and all managed to escape back through the portal. At this point, they wanted to go back to the Lictor and tell him what was going on, and try to get him to send reinforcements into the portal to help them. Realistically, that seems like a reasonable thing, you'd think that the Lictor would want to know about a portal to hell underneath his citadel and try to help, but I knew that that was outside of the scope of the adventure. Since time was running short on the con session anyways, I had the Lictor say that he'd have to launch an internal investigation, which would be a long, complicated, bureaucratic nightmare that would effectively mean it would be months before the Paracountess would ever be released. I hope this was a decent way to handle it, but I really felt like there should be something in the adventure for what happens if they ask for help.

1 to 50 of 91 << first < prev | 1 | 2 | next > last >>

©2002–2014 Paizo Inc.®. Need help? Email customer.service@paizo.com or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.