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Hmm, that situation seems a fair amount off-tactics. Lemme post up the tactics block in a spoiler.
The ceustodaemons cast slow, then hold monster, as they hope that they can harvest flesh without resistance from their victims. Afterward, they alternate between using their breath weapons and their melee attacks. They focus their melee attacks on the most dangerous PCs, and aim their breath weapons to hit as many PCs as possible.
Chris Mortika wrote:
As the FAQ linked by Markov mentions, it's intended to be part of the RP of the class, and it might be possible that a character can't channel all 6 spirits in particular circumstances, but the character can set up a location. Your example of such "do a small monologue for friends in the woods" I agree wouldn't be enough, but if you searched through the woods for a little while for a clearing with good acoustics, set up in the best acoustic spot to carry throughout the clearing, and then did a performance? I'd say that's a stage.
That's a hilarious metaphor, and it seems pretty apt to me. There's a reason the fey call her "Reckless Rhona."
Landon Winkler wrote:
My home group uses something similar to yours, to keep it as something where a good thing became amplified into a bad thing, and following the point that James made that they have to be actual states of mind:
Wow, I just downloaded and read this. It was touching and very well written, I cannot wait to use this character as an NPC. Thank you! If this is the quality of the line, this first entry has made me a permanent subscriber!
I hope that my additions to the line will continue to meet or exceed your quality expectations! And on a personal note, it's really gratifying to me particularly that you found it touching.
UR basically started from my translation of the stuff I wrote up for my home game (where I'm running the Far Eastern Adventure Path) for public consumption, and my home players love that little lyrakien (recent party vote determined that something bad happens every time she's not there, so they said they're never leaving her behind again).
Anyways, please leave a review to get the word out to others!
That wording there indicates that Brew Potion had need to make a special exception for the alchemist, and it still didn't say that all extracts were spells, just that only the formulae that are formulae of spells that could be made into a potion can be made into a potion (thus, implying that formulae can be the equivalent of a spell, not that they always are).
Fruian Thistlefoot wrote:
It took me a while to figure out what you were talking about, but that is not an iconic character. It's a fan creation on a website called pathfindercommunity.net. I believe that by the rules such a wand is impossible, personally, because extracts are not spells, so as extract-only, alch alloc is not actually a spell at all. Like many things, I think it could use an FAQ.
Daniel Myhre wrote:
Well, so long as it's not magic you can use the Mend spell to repair it too. And Make Whole could be used, but only if you didn't heavily enchant it. Think you have to be twice the level of the bonus you're adding if you were crafting, right? Or is it level divided by 4? Either way by level 12 I think you could only fix a magic item of total enhancement value equal to +3, maybe +4?
Society has a special rule for spellcasting services, if I recall, that lets you find even an illegally-leveled 40th level caster to fix your destroyed item for you after a scenario if necessary (though you do have to pay the price), but yeah, if an item is destroyed, you will eventually not be able to fix it yourself, and even if broken (when you need CL instead of CLx2) it can be challenging to fix it yourself during the scenario. Since the FAQ on battle host reminds that you can't use an ability with a cost of breaking something if that something is already broken, this is still potentially a useful combo, since you suffer no penalties for it being broken, but only 1/scenario if you can't fix it yourself.
A fun, memorable note from you as the GM scrawled on the Chronicle is always a nice touch.
This is worth more than it might seem. I try to do this whenever I remember. The first time I saw it was when my brother's chaotic gnome, having found a scroll of lesser planar binding in a scenario with evil outsiders, proceeded to call a hound archon. At the end, the GM wrote like "A hound archon's grudging respect" or something like that on the sheet.
That's how it works for plug-ins. They don't refer to tie-in products by name. The updates are not going to insert the name of the divination deck product because they can't (the mechanics and names of the individual cards are open content though). Similarly, it's up to the reader to figure out which adventure path the Far Eastern Adventure Path is. You don't need the cards to proceed with relationships in any case. They are listed to assist with in-game divinations, organization, and flavorful random selection of NPCs. You could easily do a set of relationships in your game for every NPC and just not bother with cards (or use playing cards if you like). I use them a lot in my own games and find them a useful tool (once people associate cards with characters, the random divinations start seeming really meaningful and they're like "Oh wow, it's that character"), but I don't imagine that everyone would, even if they had the cards on hand.
Jason Nelson wrote:
Another advantage, to be honest, is that some of those other APs don't have as cut and dry of a "duh" set as Far Eastern. Far Eastern actually stats those four out for its own relationship system, whereas, say, in a kingdom building AP, there might be many possible NPCs and some groups latch onto one and ignore another, such that GM A would think "Why didn't this have the Old Witch of the Swamp? My group uses her as the magister" on one side and GM B might think "My group hated the Old Witch of the Swamp and killed her. If she's one of the four in here, I really don't need this book." By splitting out, there could be, for instance, a separate Ultimate Relationships: Old Witch of the Swamp that's generic enough to fit any time you need a character like that, while being just the ticket for GM A's kingdom building game too. It also helps with Endzeitgeist's observations that he wished the line was more useful for non-Adventure Path GMs because he'd like to use it more (incidentally, I have some tweaks to Ultimate Relationships that should hit your downloads as an update eventually if you own the pdf, which explain in detail how to run these in non-APs).
Does that make sense Eric and Swashbuckler?
Bat familiar offers blindsense and flight, which is pretty nice (and a great reason to choose something new like a bat, rather than the ubiquitous initiative familiars that don't have anything great for a witch). Another benefit is that nobody can kill your familiar while melded. For a witch that can be pretty important.
Yup, it's a potential action gain, which is very helpful, though the double price for that healing limits daily sustainability too, and the familiar isn't wanding or anything else with those actions. The Player Companion line is definitely the place to go for options that push the envelope in terms of power (which also makes it a fun place to blaze new frontiers), and in that regard, I think Chosen One is not above-average for an archetype in that line. I hope that it's a fun archetype that allows for some cool concepts. Incidentally, I wrote it, hence knowing the intent of the trade-offs. Also, when Intrigue comes out, I think Rednal is going to be...very happy.
You do lose divine bond at level 4, and you never get it back, so that familiar is instead of a mount. That's the reason the abilities give you the run-around like that: the familiar is a replacement for divine bond, but it comes earlier than divine bond.
DM Beckett wrote:
The idea was to emphasize the fact that these were fresh recruits on their first missions. Replace with any other scenario you prefer and you could even call it their confirmation! :)
Black Waters was a lot of fun. I should GM it again before doing this one.
IMO, the coolest experience would be to intentionally grab a group of players expecting to go to School of Spirits and have them build characters with the idea that they are fresh-faced young recruits, running Confirmation and Black Waters and a few other adventures that are fun for low levels, and then have them "age up" the characters for Season 7 (assuming they started in Season 0, so add +7 years), perhaps gradually with 1 year for every scenario after Black Waters (making School of Spirits their 10th, so they play in subtier 4-5) or just all at once at some point.
Yeah, or less even. Since goblins are the CRB example of something that's common and thus DC 5, humans, at the bare minimum, would also be DC 5.
If I remember correctly, the GM is encouraged to use phrasing to make it sound like a PC wrote the clues as they appeared, and then the players can get involved in adding little additional style flourishes once they figure it out.
EDIT: As TOZ quoted!
Steven Schopmeyer wrote:
To be honest, the only thing about the puzzle is that I don't understand where the future versions of the PCs got the hash marks from. It's like knowing the password is banana because future you told you so. And if that's the explanation, that's fine.
If I recall correctly, the initial handout is in Sylvan and comes from a source other than the future PCs. The future PCs only add the new clues.
Paladin of Baha-who? wrote:
That sounds like some really cool RP at the end; I bet if you kept at that argument, you might even have been able to convince her to agree with you too!
Anyways, you should totally share that in the reviews section, where others can check it out too. Follow my link!
Who's that Mark Seifter guy anyway?
I talked to some of the people running this at Gencon. Here's one way I've seen for the three stages that seems to work pretty well. It involves letting the players know one bit but otherwise lets them do what they want:
Let the players know that they have a chance at the beginning to try to throw Sloan off his game to get advantages when it comes time to actually deal with him. This is Stage 1, and it covers the first three things the PCs try to do to throw him off (using the suggestions in the scenario to raise the DC but allow it if they try other things than the ones listed).
If they don't do that and go right to Stage 2 stuff, then that's fine; skip to Stage 2 in that case. They just don't get the small bonus from Stage 1.
There's no danger they will skip to Stage 3, since all of the bits in Stage 3 are based off Sloan's statement at the end of Stage 2, as well as facts for which you give them a passive check in Stage 3 (so Stage 3 isn't free-form, but they also can't get lost, as you are calling for the appropriate checks there).
This allows you to let the PCs do what they want to do, more-or-less as free-form as they like, for the stages that involve their own ideas and interactions. At most they might not get the +2 from Stage 1 on their checks in Stage 2.
Thanks Libertad! Secrets of the Masquerade Reveler was a major labor of love for me, since I love fey and I love giving martial characters more options out of combat. I'm thrilled that it's had such a great reception!
I ran an investigation game a few months ago, and the reveler was gathering some great information (a combination of excellent social skills and creative use of plantspeech). Not bad for a barbarian!
Reminds me of Annie and Tibbers of League of Legends, but that might be coincidence. ;o) Anyway, well written. I decided to pass on Occult Adventures a while ago, but with each article I get more tempted...
You should give Occult Adventures a try, one eidolon to another. Don't be sheepish here; go rogue!
Nice comments! If you looks at the tabs near the top, there's a review tab where you can post this same text and even give a star rating; it'll make it more visible.
It really depends on what you're choosing them to do, as there are a lot of possibilities. I'll choose one particular theme and then choose three from each following that theme. See if you can guess my theme!
Aether: aether puppet, spell deflection, telekinetic globe
Air: aerial evasion, air shroud (greater), celerity
Earth: deadly earth, enduring earth, shift earth (greater)
Fire: fan of flames, from the ashes, unraveling infusion
Water: cold snap, tidal wave, veil of mists
Universal: draining infusion, mobile blast, skilled kineticist (greater)
doc the grey wrote:
As per the normal rules.
doc the grey wrote:
Yup! DC determined by rank and the perfunctory/awesomeness of their interaction or gift to get 1 CP. Or possibly 2 CP, or in super rare cases 3, as per the normal rules.
doc the grey wrote:
Okay so other question, if you are using downtime to gain CP with a character what is the DC supposed to be? Do we just use the preexisting metric for earning ranks or does it use a different formula?
Downtime basically allows for "milestones" even when actual milestones aren't happening in the game. Treat the downtime spent just like using a milestone to spend time with that NPC.
I'm sure we could also come up with circumstances where, say, someone casts cure light wounds on you and then six other people attempt Spellcraft checks to identify the spell and then we could try to say "well 6 die were rolled during that healing." Due to the passive voice, we're left filling in the blanks of what "die rolled" means, and I'm saying that, for me anyway, the natural reading for me is "die of healing that just applied to your hp."
Here's why I would say no:
Assume that both the target and the paladin had Fey Foundling. Which one gets the 2 extra healing per die rolled? I would think it was for sure the target, as they were actually healed by the dice rolled, whereas the healer was healed by Reward of Life instead.
Should I buy dis?
I think you should seriously consider buying any product that makes it into Endzeitgeist's Top 10, and not just mine (#4 for 2014, woo!). I strongly recommend the masquerade reveler, though. Obviously, I am the most biased person in the world on this matter (literally), but I think it's too awesome not to pick up. Also, the masquerade reveler worked out super-well as a pregen in one of my games, which made me excited! People were so shocked that she was a "barbarian."
It takes significantly longer than you might think (and incidentally, these guys have some extreme hp at lower levels); Large constructs get +30 hit points, so for a horse or camel, barring Con raises (which I've never before seen, over Str or Int raises), it takes until character level 12th for the live animal to even reach parity with the +30 of the construct. That's most of the game, so personally I wouldn't say "quickly outstrip."
Shar Tahl wrote:
Indeed. That was what I was driving at ;)
Steven Schopmeyer wrote:
Or in most cases, if you want the boons bad enough, you can probably sell the pregen's gear to recover the death without paying very much (if any) of your own character's loot.
As far as I can see, there were a few things from the Guide that should have applied:
The Guide wrote:
So for sure you can sell the pregen's equipment to clear the death (and at level 7, there's typically enough gear to clear the death).
Also, the first sentence indicates that you can apply the credit to a 1st level character, so I think that would let you avoid the death being on a level 7 character, or at least that's what I have seen in the past? This is not as 100% clear-cut as the last point, but I am still 98% sure of that.
EDIT: Looks like others agree
EDIT2: Found it set in stone in the PFS FAQ. I knew I saw it somewhere.
At 3rd level, an antipaladin radiates a palpably daunting aura that causes all enemies within 10 feet to take a –4 penalty on saving throws against fear effects. Creatures that are normally immune to fear lose that immunity while within 10 feet of an antipaladin with this ability. This ability functions only while the antipaladin remains conscious, not if he is unconscious or dead.
That wouldn't change the current actor; he used tech to assume Wells's appearance.
GM Hills wrote:
I'm not seeing any posts where John or Mike say you could play the summoner until the 29th. I may have missed something. Do you have a cite?
GM Hills wrote:
Witch Doctor, there have actually been several posts referring to and the blog itself has been updated concerning the date. It was adjusted to Wednesday, the 29th. If you were playing last night or tonight with a Summoner then, you could play APG Summoner. IF that still did not get you to 2.1 and having played post 2, then that isn't the concern here. There was only about an hour window when such a character could not be played and that was due to the fact that John put the wrong date in the blog.
The 29th thing is true for the free retrain, but the blog says "effective immediately" for the restriction of the summoner.
Agreed. I undestood it completely. Thanks a lot! I totally agree with the Elven Protector being kind of like a "boss monster" relationship. The Suspicious archer druid PC who had a somewhat little-sister relationship managed to break through to rank 10 early in Part 5, which flabbergasted some of the other characters who were much further back.
Based on your review, you'll be happy to know that once I finish some of my other freelancing commitments, I am planning to work to finish some LG releases for more character options for relationship NPCs! I actually have dozens of them for my own GMing of a Far Eastern Adventure Path, in fragmented sentences and notes "for me" that basically just need me to translate from Mark notes to English. That said, such a translation takes a lot of time.
Loving those reviews so far! Make sure to look through that list of pdfs carefully... ;)
These lives, bah!
But seriously, no pressure. That was meant to show that your awesome review for URel was so thorough, I actually thought they both had reviews from just the one, not to be impatient on a review for ImpRel!
So, can someone review more of Jon Brazer's race books if they have them. Seedlings were good but I'm on the fence about them.
I certainly wouldn't mind a review of Reapers. I know a few people who are playing them and like them a lot, but I'd still like to hear more one way or the other about my only non-reviewed for-sale product. Masquerade reveler and Ultimate/Imperial Relationships are also cool, but they have reviews so far, and I'm curious what other people think of my little psychopomp planetouched.
EDIT: Looks like Ultimate but not Imperial has reviews, but the review mentions Imperial anyway.