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Hey, all. I just started Season of the Runelords with some friends, and I've decided to give Raheli a try. What's the best cohort for her? I've used the centipede for a bit of rogue-like oomph, but the extra 1d12 die on combat checks seems like overkill. I've been able to handle fights just fine with her hair and her arcane spells.
Who do you (or would you) bring with your Raheli, and why?
Eric Clingenpeel wrote:
Unless the author pops in I doubt you'll get an "official" answer. I'd use my best judgement on what the players can handle. Remember that once they drop one robot the azers switch sides so I'd probably go with three unless your players can't handle them, but since they only do non-lethal they aren't that tough.
*POP* Use your best judgment on what your players can handle! *POP*
Seriously, I think 3 is probably a reasonable number of robots; I don't recall what my turnover included.
I use "bloodied," the 4E D&D term for "this creature is at half its hit points or fewer" in all my games now, even Pathfinder. I figure anyone can, at a glance, tell whether an opponent is above or below this threshold. Other Pathfinder purists (and D&D haters) I know refuse to use the term, but I find it handy.
I also find it strange that one supposedly beneficial item had no actual boon when fighting the boss. It made sense for backstory reasons, but not as a tool for the party.
Which boon do you mean?
If you mean the weapon, it has a spell-like ability that might be helpful against the boss (for lucky PCs). If you mean the item other than the weapon, it's not intended to help against the boss, but against a different creature in the area.
I can neither confirm nor deny the strictness of the contributor NDAs.
If the choice is a full-price CRB at the LGS or ordering one from Amazon where it's 40% off, that's a no-brainer.
It's a brainer (?) to me. For each game purchase I make, I weigh whether I want to spend extra to support my vibrant local gaming store, or save money (and wait a couple of days) to get it from Amazon.
I used to do more latter than the former; then game store less than a quarter-mile from my house closed. Now I do more of the former than the latter. I recently bought another CRB, and I bought it from a game store.
You got it!!
I'm going to be at GenCon, but I'm not signed up for any specific ACG events--I instead plan to just drop in with generics whenever I can play for a bit. That worked fine last year. Is that something I'll be able to do again this year (assuming I don't come by when the ballroom is wholly overrun with the RPG players, like in the evening interactives)?
Thomas Seitz wrote:
And I can't wait for y'all to see it!
Such sad news. Steve was critical in my development as a freelancer, encouraging some crazy ideas and being supportive, professional, and friendly throughout. He will be missed by many, including the many whose lives--professional and personal--he touched.
MisterSlanky is not a fan of some of my previous adventures. We actually had a good talk about it at PaizoCon, where I got the opportunity to listen to some of his concerns in detail.
James McKendrew wrote:
There're three buttons near the word "Filter". If you chose "Treasure", it'll just show treasure cards. If you have a card, you'll see the art/text/etc. If you don't, you'll see an outline with a question mark (or two).
I see it now, thanks. Does the color of the border (gold, silver, pinkish) correspond with Legendary, Rare, etc. somehow? I assume so, but the correlation isn't clear.
I'm also excited to see lots of "Favor of..." blessings. I don't have any of those--what do they do?
I'm here at Paizocon, and I picked up a copy of Wayfinder #15 releasing here. To my surprise and delight, page 30 has two ACG scenarios from James "Iammars" McTeague!
They are a pair of River Kingdoms-inspired scenarios designed for use with the Skull & Shackles base set. I'm excited to get home and give them a try!
Same here. Am I in the Special Seven?
Sara Marie wrote:
Ok, there are 7 people who are in serpent's ire that won't see it displayed on their events page. The system appears to be counting them in the total number of attendees. The tech team found what they are pretty sure caused it and it appears to not be affecting any additional people signing up. The bug means that for those 7 people, the button does not do anything (but please do not keep clicking it). Tech team is working on getting the data causing the issue back into the state it needs to be so it will display correctly on your events schedule.
How do we find out if we're one of the 7? :-)
I have clicked Serpent's Ire to add to my schedule, but it does not show up on my schedule when I refresh. Should I be concerned?
I'm having the same problem, and I'm also concerned--what if that 52 number gets all the way to 210 before I can join?!!?
James McKendrew wrote:
So is it just me, or did traffic on the card forums take a sudden slowdown when the video game was released? (Video-game-related topics not withstanding...)
Quiet, we're playing our new app! :-)
I'm playing with 6 characters, and I agree that the "discard a card if you fail to acquire a boon" is the toughest wildcard. If I'm lucky--that is, henchmen and villains are near the top--I can still win that one.
I have a party of Amiri, Ezren, Merisiel, Sajan, Seoni, and Valeros--that is, the 6 people without Divine. So I'm very, very low on healing (praise Zantus and Poog!). So far, I've been able to get all the way through Adventure 1 completing all 3 difficulty levels for each scenario, and I'm about to start Adventure 2. It's tough but fun, and I've logged an embarrassingly high number of hours on this game since last Friday...
Hey, I just unlocked the Song of Hawkmoon in a treasure chest! In case you're curious:
Song of Hawkmoon
Spell 6 (so it'll be hanging around in the vault until the Chapter 6 cards unlock)
Check to Acquire: Wisdom/Divine 11 or Intelligence/Arcane 13
Discard this card to decrease the difficulty of a check against a card with the Human trait by 4. If you are attempting the check, you may use your Arcane or Divine skill + 1d8 for the check.
After playing this card, if you do not have either the Arcane or Divine skill, banish it. Otherwise, you may succeed at an Arcane 15 or Divine 13 check to recharge this card instead of discarding it.
...So first I thought, "man, what sort of misanthrope must Hawkmoon be to hate Humans so much?" But then I realized it's against *any* card with the Human trait, and that means allies as well as enemies. So, for example, a tough to acquire card like the Mountaineer (if I'm remembering right) is something that you can make *anyone* do easier, and you can even use your sweet Arcane or Divine yourself. Hawkmoon doesn't hate Humans, he gets along with them very well!
Also, a word about the art:
I love the nod to the "classic" Three Wolf Moon image.
If it won't let you discard a blessing to explore (or otherwise use it), check to see if it's the top card of the discard pile--you might need to recharge it instead!
I want to get my hands on this game, but I don't have a tablet, only a phone. Will this game work fine on my Android phone or will I need to borrow a family member's tablet to play?
I playtested it extensively on my Samsung Galaxy Note 5 and had no problems.
Our Imrijka and Arueshalae both passed this up, for just the reason you mention. Other weapons from lower-numbered sets are better.
Thanks for the variant for RotR, it was a lot of fun. My group and I are looking forward to bloodsail corsairs but really like rolling d20s. Do you know when you are planning to release a variant to wotr by chance?
That's a good question! The short answer is that I'm not.
I just finished WotR with my primary group this weekend. We crushed Deskari, which was a lot of fun and felt like a good capstone, but I haven't really liked WotR as a whole. The difficulty is much too swingy in adventure design, and the ability to super-charge rolls feels gimmicky and not ultra-heroic to me. It's definitely my least favorite of the 3 APs released so far. The others I game with disagree (disliking RotRL most for being too easy, and S&S most for being too difficult-barrier-heavy, respectively), so I'm aware I don't share a common belief here. But it's hard for me to get motivated to revisit an AP I didn't love.
On a personal level, most of my writing and design time has been working on adventure path chapters for the RPG line (#108 Hell Comes to Westcrown, #111 Dreams of the Yellow King, and another that hasn't been announced yet), so by the time I'll be able to turn to designing another full alternate AP, I'll probably do so for Mummy's Mask, or for some combination of the previously released APs (which would include, but not focus on, WotR).
I'm playing Imrijka. Although I'm playing in a group and not solo, she seems like a good solo candidate. Her role power to evade barriers and send them to the bottom of the deck has been worth its weight in angel feathers, and would be particularly helpful in a solo run.
I'll be interested to hear how Paizo presents this publicly. They've had some trepidation on the hardcover AP front because they don't want people to think "Oh, I'm not going so subscribe now, I'll just wait for the hardcover" and subscriptions are their lifeblood. I wonder if they'll respond to that.
Saeko Mickelini wrote:
The gestalt rules don't modify whether their stats are boosted--you can have gestalt characters with only a 15-point buy if you'd like.
If you're asking how to handle the fact that their abilities are more powerful (best base save of each class, for example), the answer is to run them 1 or 2 levels lower than the adventure you have planned. If you're running an adventure for 5th level characters that takes players up to 8th level, start them at 4th level and take them up to 6th or 7th.
The problem with allowing gestalt when you're a new GM is that you might not have as good a sense of player difficulty vs. monster difficulty and know how much is the right amount to keep them "behind."
But 1-2 levels has seemed about right for me in both gestalt campaigns I've run (both were adventure paths, from start to end). Gestalt doesn't allow characters to get more actions out of a round, or use spells or abilities above their level. Gestalt generally makes PCs that can last longer in an adventuring day. Monsters hurt them just a bit less, they make their saves a bit more often, and they have a broader pool of powers to use. So you don't need to hold them back too much.
First World Bard wrote:
I think a Chessex booth is where I bought my 8-sided d4s (numbered 1 through 4 twice). I haven't picked up one of those awful pyramid things since.
Do you get a break? It's been so long since I played it that I don't recall the specifics, but I remember thinking that "do not flip the Guardpost card over" means you still have to fight a Corrupted Soldier even at a closed location.
*Nods solemnly* Okay, counsel, I'm convinced. I'll allow it.
Seriously, though, I don't know why we've just sort of passed on Alahazra before now; maybe because my friend played her twice in Skull & Shackles, got her killed, and we never took her out of the box again. But now I'll give her another try.
Yeah, I had some great ideas about tying an entry to Hell Comes to Westcrown, then I got to this part, too...
I ain't talkin'. :-)
Will these be only for single characters, or for a party of up to 6? If the latter, 100 cards might not be enough to populate every location for 5 different scenarios.
I agree with Kalindlara. I wrote both fetchling entry in Inner Sea Races as well as the fetchling spread here in Blood of Shadows. The former is more flavorful background and setting but light on rules; this book has lots more rules-wise for them, but does give some of their background at a high level.
Of course, I encourage you to get both! :-)
Here's my personal experience, then, as a veteran of the game playing in two groups (one with 3 players and one with 4): WotR scenarios were consistently much too hard in B and 1 sets, and now that we're in the middle of adventure 5, we're finding it pretty easy. Many times, we don't even spend our mythic charges. So our experience is also that WotR's difficulty drops dramatically right near the start of adventure 3. That doesn't salvage the set; I consider it the worst of the three primarily because of the terrible balancing across the adventure path. We're finishing one of the WotR games out of dogged determination; the other WotR game is more casual and it's looking like we might drop it.
Sergio, given the additional information you've provided here, I recommend you do all these:
* keep up with RotR, but always add extra location, as though you had one more player. We found that increased the difficulty a bit.
* get S&S and play it. It's the hardest of the three, when viewed consistently across the entire adventure path.
* go to www.WelbyBumpus.com and get Shield of Rannick and Bloodlust Corsairs. Then play those, too!
Vic Wertz wrote:
Unless something on the card tells you otherwise, that fact that a card is "undefeated" in an encounter doesn't normally have any meaning until you get to the "Resolve the Encounter" step, which is when you have to shuffle the undefeated card back into the location deck it came from. (When the card becomes undefeated isn't particularly meaningful.) Technically, you still have to do all of the other steps, but if neither harm nor good can come from doing them, you needn't bother.
I suppose this is good news for when you *can* engineer some good to come from doing the steps; recharging cards from your hand when you make the check, for example, so the 1d10 Force damage hurts you less.
Probably impossible; there are monsters, locations, and such that require you draw a corrupted blessing.
I think these two points are related. We veteran players understand the critical importance of scouting and evading; I've seen plenty of newer players (or even not-quite-so-new-but-not-pacg-fanatic players) forget to scout with Adowyn or forget to evade with Merisiel.
Your point about making it approachable for new players, particularly because this season kicks off with the very first set, is a very good one.
Keith Richmond wrote:
Well, if there are any points of feedback learned from SotR that would apply to SotRu (so, less to do with mythic charges and big rolls for bosses), please get them in ASAP. Like really really ASAP.
The upshot of a lot of the posts in this thread is that the random banes, and particularly the barriers, make for uneven play in SotR. In SotRu, you'll have less of a problem like this because there seems to be less of a swing in difficulty across the random banes, particularly in the first couple of adventures (I don't recall, but is there only one Falling Bell and only one Monster in the Closet? Those are the barriers that always caused us the greatest headaches.)
My only suggestion is to proxy less. I just don't like doing it. I've put my two home games of SotR on hold until the DriveThru cards are out, because they're just so darned much proxying going on.
And the word 'aver' was used in a sentence. I don't think I've ever seen that word outside of a dictionary. Kudos!
That was from me; I have a friend who says he knows which book section is mine, because it sends him to a dictionary. :)
"Aver" probably crept in from my day job as a lawyer.
Eliandra Giltessan wrote:
Strategy-wise, when I play we try to start someone at those locations to avoid the burial.
..and in fact, we start only ONE person there--I recall that's because everyone there has to fight the servitor demon to close it, but I don't have the card in front of me.