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I seem to remember seeing a card that indicated if you failed a combat check against a monster you could treat the monster as being evaded instead... or something like that. This brings the question of when a card can be evaded. If I have a Potion of Ghostly Form, can I discard it to evade a barrier AFTER I checked to defeat it?
Now the organized play rules say that for Adventures over level three that you should take out the Basic and Elite cards, but I don't see in the rules where that applies to non-sanctioned gameplay.
So the PACG guide says, "If your character is dead at the end of a scenario, your character does not gain the scenario reward, even if the
Can someone please explain what this means?
Lini's ability reads, "You may discard a card from your hand to roll a d10 instead of your Strength or Dexterity die for any check."
If I use a skill upgrade to make his Strength d4 +1, and I use the ability to make that a D10, is it D10 +1?
I'm playing Kyra and I've acquired the Boots of Elvenkin which allow me to reveal them to add a dice to an Acrobatics check. But Kyra does not have Acrobatics. I believe that means that if I come across the Ambush barrier which asks for a Dex or Acrobatics check, that if I were to do it as acrobatics it would default to a D4 (because she did not have the ability) and then add a second die using the boots to have 2d4, correct?
It's hard for Kyra to defeat the Ambush, and I believe that means you reshuffle it into the location deck when it is undefeated. But you can run into the situation (if you failed to close the location) where there are no monsters left in the deck and Ambush is the only card. What happens in this case?
Valeros is a PC when a player is playing him. And since he is a pregen that gets played many times at every convention, he is probably more a PC than any of mine. There's also no write up that says the PFS pregens don't get their usual level bonuses.
Look at Harsk for instance. At level 7, Harsk has 64 hit points according to the NPC Codex. As a Dwarven ranger with a Con of 16, here's what he should get:
Max for Level 1 = 10
Grand Total = 67 which is what's on his sheet. Now, his skills show max ranks in seven different skills. As he is a Dwarf with a Int of 10, he should only get six per level. So Harsh then used all of his favored class points for an extra skill point each level.
I've been taking the Iconic Characters and putting them into Hero Lab. I've come across a few issues. Just for starters, Level 4 and 7 Valeros have unspent "favored class" points. Valeros, as a human fighter with a 12 Int, get's 4 skill points a level. He puts these 4 points each level into Climb, Ride, Know (Dung) and Swim.
At Level 4, with toughness and a Con of 14, Valeros should have this many hit points including class bonus:
Max hp for level 1 = 10.
Total is 44 hit points, but Valeros has only 42. Thus he has 2 unspent favored class points that did not go into skills.
Similarly, level 7 Valeros should have
For a total of 74, yet on Valeros sheet he only has 71 for 3 unspent favored class points.
The Pathfinder Reference Document shows that Tieflings who take the Tiefling Heritage feat can sign up for alternate bloodlines and get spell like abilities that replace the Darkness ability. It says that this comes from Bastards of Erebus, but I have that book and don't see it anywhere. Bastards of Erebus details variant bloodlines for the purposes of generating different stats, but it does not discuss variant spell like abilities except for the random 1-100 table and no where in there does it allow for Detect Thoughts, which the PFSRD shows for a Raksasha blooded variant.
I this it's a great idea, I'm just trying to find it in the rules. Any ideas?
A villain is merely as compelling as his story. Certain monsters, like Zombies and swarms, really don't have a story and are only interesting as they pertain to the challenge of overcoming them in miniatures tactics. So, in that regard, I can see swarms as being overdone.
However I would hate to discuss scenarios where we can have individualized villains, be it Orc, Vampire, Lich, Drow, etc. as being on lump category. So I could see discussing the frequency of mindless undead, but not of intelligent undead. If the particular Special Qualities and Immunities that a given stat block designation such as Drow or Undead really become of paramount importance, then I think the focus has drifted too far off of the story, which I tend to worry about in PFS games anyway.
Be aware that this AP can be quite deadly if the GM is not going to pull punches. A lot of encounters are simply deadly or have CR that is too low for the challenge. So you may not need to scale up the AP as much as not pull punches if playing for a larger group.
We are going to be doing monthly PFS games at Aero Hobbies in Santa Monica. I will post notices here whenever a new one gets scheduled.
At the end of October, we're going to be running First Steps: To Delve the Dungeon Deep, Part II
As I detailed, in my campaign journal we are blessed with a particularly large group for the start of this Adventure Path. We have decided to really embrace the competing faction angle of this AP by splitting the PCs into two groups and having each play a competing faction attempting to arrive at and secure Savith Yi.
We're using two GMs and 8-10 players. Any ideas you guys have would be great.
I don't understand the Salt Mines. How can a caravan come through such a crowded location? Once the party is warned that there's trouble in the mines, should they avoid them? If so, what's the alternate route?
I revamped my Alchemist built to be part Dr. Strangelob and part poisoner. I posted it in my blog, which you can READ HERE.
I think the PFS rules make for using Tramsmute Potion to Poison particularly attractive, since basically every found potion is free poison. I welcome your feedback.
Well having run many a game, I feel most players are LE on the alignment scale, regardless of what the alignment of their characters happen to be. The situation described by RD seems consistent with that observation. The players were motivated to efficiently maximize profit, minimize risk, and not anger their employer. Hence, kill everyone.
The confusion comes when you have LE players playing good characters. The DM is playing according to the characters alignment and things start to unravel. Now that you know your players are LE, start treating them as such.
LE isn't a problem, you just made to handle it differently.
The party sounds mildly evil under the D&D alignment system. As such, I think you should attempt to motivate them as you would a LE group.
If a LE party is contracted to bring back children alive, then they will attempt to do just that. Otherwise, they don't get paid. Performance Contracting seems the best way to go.
I've just played an Alchemist up to level 11. Here's my advice on the level by level build.
In essence, I did not take the following feats or discoveries: Rapid Shot, Precise Shot, Smoke Bomb, and Stink Bomb. I found I didn't like Stink Bombs because they created a long lasting battlefield obscuring effect which made the initial target harder to hit for all concerned. I also just felt I didn't need Precise Shot and Rapid Shot. I'm going into a combat with a Dex Mutagen, Heroism, and a Haste Extract. If I have a couple of rounds to prepare, or it's a situation where I would have needed a Precise Shot, I'll waste a round taking a Reduce Person extract, which adds +2 to bombs. That, in addition to the Weapon Focus(Bombs), gives a blanket +3 to hit as opposed to the situational +4 from Precise Shot.
Sure, Precise Shot can be handy, but I've just found I don't need it all that often. Since we're going for touch AC effects, after Heroism, a Dex Mutagen, a Haste, and a Reduce Person, it just seems like I don't need any more to hit bonuses.
In place of those feats and discoveries, I go for: Acid Bombs, Weapon Focus (Bomb), Point Blank Master (avoid AAO for using bombs), and Iron Will.