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?
Sean K Reynolds wrote:
Very nice! Where'd you get the boat?
My friend run's Hand Crafted Model BoatsI tried to get in touch with Jeff Alvarez to see if Paizo might be interested in carrying some customized models in their online store, but I haven't heard back yet.
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.
Then I lost my blog for a while, so those pages were not available. They're back now, so I'm reposting the links.
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.
If you and your ally possess Swap Places, but your mount does not, can you make a mounted charge and switch places with your ally over the course of the charge?
Benefit: Whenever you are adjacent to an ally who also has this feat, you can move into your ally's square as part of normal movement... You must be the same size as your ally to utilize this feat.
My Cavalier has problems bringing his horse into some dungeons. It got me thinking about mount replacements when in these circumstances. Can I get a Figurine of Wonderous Power for a bronze griffon and train it. The description of the item says I get 12 hours of use per week and that it acts as a normal griffon. Is it the same griffon each time? Does it retain memories from last time? Can it therefore be trained and outfitted with a saddle?
I can't seem to find the rules for using Craft Magical Arms and Armor regarding arrow creation. I'm assuming that a quantity of 50 arrows can be enchanted for the cost of one magic weapon and that if you miss with an arrow there's a 50% chance you can reuse it- magic and all. Is this correct?
Just a quick point. If 1d6 of sneak attack is all you want from the class, you should skip rogue and add a level of Alchemist. There's a variant in Ultimate Magic that gives sneak attack damage in place of bombs. The Alchemist also has his mutagen, which would give +4 to a physical attribute and +2 to AC for one combat, as well as a Shield Extract which would give another +4 to AC from a force shield.
Seems clearly better than one level of Rogue. If you REALLY wanted to go crazy for sneak attack damage, you could take one level of both Rogue and Alchemist and get a third level character with 2d6 of sneak attack and having one level of Monk.
In one of my games, a character had a starting stat of 70. I think that was too high.
As for your method, 4D6 rerolling 1s gives an average between 14 and 15 IIRC. So getting those stats seems entirely plausable.
I just have to jump in and say that the transition from water as a solid to water vapor has a special name: sublimation. It not part of the common lexicon because we don't encounter it too often in everyday life, but it can happen.
As for rules on exposure to a vacuum, the best D20 sources I've found were Spycraft and D20 future. P.83 of D20 future says that, "the primary hazards of exposure to the vacuum of space are the lack of air and exposure to unfiltered ionizing radiation." In rules terms it allows you two free rounds of exposure to the vacuum of space with no ill effects. On round 3 you have to start making Con checks (DC 20) or suffer the bends (which you could treat as nauseated) and (if you fail by more than 5) become unconscious.
D20 future goes on to say that one attempting to hold one's breath must make a DC 15 Con check every round (with the DC increasing by 1 by round). Should you succeed on the check, you lose a point of Constitution but continue to hold your breath. Should you fail, you stop holding your breath and begin suffocation: that is, he is reduced to zero hit points on the following round, etc.
The effects of the radiation exposure depend on how close you are to the nearest star.
All classes have a specific list of what they can and can not know as a spell/formulae. A Wizards can not learn the arcane version of Cure Light Wounds. An Alchemist may not learn from a Wizards spell book any spell/formulae that is not included in the class description for what formulae he can know.
Opening your mouth underwater does not induce drowning in real life, so it shouldn't in the game either. If you are casting a silent spell, you do not need to speak, so I've ruled that you do not need to make a concentration check. However, the rulebook makes no distinction for this.
The Core Rulebook hazards section discusses catching on fire and references a DC 15 Reflex save every turn to put yourself out. It does not reference taking an action to do so. Alchemist Fire's description specifically references an action to put yourself out. The APG's fire wizard school references an action to put yourself out, and, I believe, the APG's Alchemist fire bombs reference an action to put yourself out.
If you catch on fire but not from one of these sources, does it require an action or not?
Wands seem easy to understand. If you have the spell on your spell list, you can use the wand.