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Festivus wrote: Really? Wow. Thanks for the information. Suddenly I feel a lot less enthused to run these adventures. I'll look for someone to run them so I can be a player instead. No no, run some scenarios and dub others as your subordinates so you may rotate the master's duty allowing everyone to taste of the crook and flail. Evangelize my weary zealot! I bid thee shepherd for Pathfinder, beget acolytes to flourish into the role champions of gospel, lest we bearers of the sacred flame be run out by vagabond merchants claiming arcane might from the Pacific. Oh, and by EoD Saturday I'll have eaten 1-19. Joshua J. Frost wrote:
I want them all; and I want them now! Or at least a heads up on when to expect them, it's already the 28th! Dan Turek wrote: A discount on PDFs or anything else that doesn't have to be shipped, or some really cool exclusive thing should be in order. (His character could become an NPC for another adventure, or maybe some special benefit like a title, lands, extra income, etc.) Ah see now NPCs were some of the coolest things LG had ever done, but they're hard to implement in anything other than a cusory fashion. I mus admit to having made an NPC to add in a couple mods I ran, the sort of sneaky informant types for Gather Info rolls and the like. Say someone has a cure light wounds potion on them. You can use it during the mod without cost. That item can still be purchased from the chronicle (as many times as you like unless there's a limit on it). The only way you're not getting access to the item on a chronicle is if you miss it completely (skip an encounter), or for some reason lose it (broken, traded, stolen). mearrin69 wrote:
Hi! 1) If you want to go ahead! 2) Helps first timers, if you want to go for it! 3) You're the GM, I'm generally ruthless. 4) No go by law. 5) Not during, but between there's usually time, especially if you run 3.5 hours and get the paperwork done quick. 6) I suggest printing out any handouts you'll need. This may be difficult depending on Mod, but bring a few copies of faction missions. I'm thinking about starting a new Pathfinder game with a small group of friends. I don't have the time to fully flesh out the area, so I'm looking for a product (preferably Paizo) with which to give me details of the area. I've got an idea for a campaign during war time, in a metropolitan city with a school (college level) of some sort. Players will be given down time, and able to take and/or teach classes. So what setting book has someplace similar to this? Sanakht Inaros wrote: NotMousse seems to be up on the rules changes and the errata and his MB thread is actually short, sweet and to the point. Enough people have a problem with me (one wanting to come to AZ and protest me as a GM) that my thread's not getting the blessing of jack squat. I agree there should be a single location for the info, it would lend a great speed to the info digging process. BTW From my understanding 1.2 was due at GenCon, but I could be misremembering. Sanakht Inaros wrote: Well, until an official FAQ or errata thread is made, then a good chunk of the stuff listed has no weight or bearing. The rules only have as much weight as their enforcement. That said I find the rulings here useful, and come here for a clarification of intent, or if I find a needed rule missing. Cash and prizes! Oh wait, that's not gonna happen. Ok, lemme think a bit... Doug Doug wrote: The amounts aren't as important as the scaling up based on the Tier. If I start eating these high level mods coming up by your standard I'd be a filthy rich lil guy! Personally I'm for GM getting a copy of the chronicle eaten. Failing that straight XP/PA and expanded access to represent access not gained from chronicles. Sanakht Inaros wrote: Is the rule about one animal companion/familiar/fighting animals a valid ruling or just something that will be included in the 1.2 PFSG? Are any of the posts by Mr. Frost considered binding or do we wait until the 1.2 rules come out? Till the rules are written this is just clarification of intent. You may or may not use them as you see fit. DM_Blake wrote: One little cr5 wraith with 5 rogue levels chased a whole group of 11th & 12th level PCs right out of its dungeon. I'm attributing the quote to you since you tossed the entire post in a quote bubble. First of all this is hardly 'one little CR 5 wraith...' as you put it. 5 rogue levels turn it into a CR10 creature, you point out it also attacked from highly beneficial terrain during encounters with other things. Not only that but the wraith has an undervalued CR. Incorporial, con drain, undead traits, and create spawn make it a pain to put down, and very deadly without additional tinkering. Aha! I find that Dwarves are immune to your mountain good sir! The Dwarf entry lists their environment as mountains, and thus they are immune to the high altitude. Unfortunately Gnome, Halfling, and Horc do not list mountains as their environment, and humans are not even in the MM. Fortunately elves lack mountain in their environments. Tim Hitchcock wrote: Still, if they're aware of the effects of altitude (being as they notice it before entering the danger zone) a smart part will pick up on the foreshadowing and try to prepare/make accommodations to deal with it. I'll admit I've not read the altitude portion of the DMG in awhile, but I don't recall a way to mitigate the effects of high altitude. Prepping this for run this weekend and I've gotta ask. Aren't there a whole lot of checks going on in this mod? 1 save every half hour to see if you become fatigued, then about a dozen handle animal checks across a 7 mile sledding course, and again if you want to come down. I'm not sure what the idea was here but I'd love to hear it. Sounds pretty bad, but you know they *keep* the XP even if they fled right? I'd suggest for low level characters to get a ranged weapon to keep them from getting into full attack range with the nasty opponents. The 'lady' was built to deal death, loads of HP (which makes no sense outside of 'I need to take a hit'), 4 meat shields to block movement, and a magic boom stick that when used up does a minimum damage high enough to seriously wound a party of 6 barbarians. I'd suggest dropping her HP to 12 (making her a sorc rogue instead of rogue D6 sorc, and no bears endurance nonsense). It'd make more sense for her to double up on Cure Mod given that Bear's End is just theoretical HP like a barbarian's rage. Especially since *neither* are in the chronicle! _metz_ wrote: In LG (3.5) AND in LFR (4e) Clerics/other divine classes just couldn't worship an Evil God. I personally think that is a wiser choice. Not only solves the problems, but it is in line with the 'no evil PCs' policy's intent, both for legal, political, AND PvP based issues. Y'know, up till people here started spouting 'but wielding negative energy isn't bad if I'm doing it to doggies instead of people!' I would've said gamers should be trusted to walk the fairly wide path between neutral and evil presented to NE clerics of Him. Abraham spalding wrote: But not impossible... Most of your examples don't work. Raise Dead and Reincarnate don't work on those turned undead. Resurrection and True Resurrection only work if the undead have been destroyed. So the simplest way to keep someone from coming back is to simply cast Animate Dead, and keep the skeletons in a closet. And you can't dispel Animate Dead. Abraham spalding wrote: And raising the dead back to life isn't a good act either. You're right, it's not an evil act either, unlike casting Animate Dead. Abraham spalding wrote: Also lets think about this a minute... If someone doesn't want to come back they don't. Abraham spalding wrote: Finally there is the possibility that the cleric didn't raise the undead... You're bringing to bear your mastery of negative energy to control unliving beings of evil. Not exactly good. Abraham spalding wrote: In the cases of mindless undead they don't even have the evil descriptor... Check their entries in the MM, skeletons and zombies are Always NE. Shaden wrote: IT IS OUR ACTIONS THAT DEFINE US, NOT THE WEAPONS IN WHICH WE USE. For the most part our weapons don't have the NE alignment (intelligent weapons being the primary NE weapons). For the most part our weapons don't prevent people from being brought back to life (Thinaun does by trapping the soul). Doug Doug wrote: And if he ever mentions it in front of anyone else you can report him for a HIPAA violation. Only if he does so in a may that makes them personally identifiable. I'd can always state 'I had a patient I had to give Zoloft to' but stating 'I sold drugs to John Kerry' would get me laywered. crmanriq wrote: This is as wrong as saying that good acts in excessive quantity or severity turn your alignment to good. Doesn't happen. Not in PFS. Find me a rule that says that it does. Quoth the PHB: Choosing an alignment for your character means stating your intent to play that character in a certain way. If your character acts in a way more appropriate to another alignment, the DM may decide that his alignment has changed to match his actions. Are you going to tell me that this only applies to male PCs now? At my gameday more than once a player has said "X needs to be fired from PFS" and there's an almost universal hatred of my favorite Grandbastard Torch. In fact at the start of one mod (#12 Stay) the only explanation I've had that made any sense was "He was fired, from a ballista... into the city wall." As the title says, who needs to be fired? Who needs their firing from a ballista? Does their firing deserve to be into the city wall?
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