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I feel the pain of dumping mental stats more society play than in a home game for a few reasons.
-In a home game you are with a consistent group of people so you can coordinate character development to cover each others weak points.
-PFS missions often require skill checks to complete successfully.
-There are several social scenarios where the low charisma is a huge hindrance.
If the player of the low intelligence character has not used up much table time before the puzzle I would be happy for him to solve it, as it is nice to give multiple players the spotlight during a scenario. If the player had already made most of the decisions I may ask the low int player to either give the other players 5 minutes to solve the puzzle before helping, or say your character can not complete the puzzle but you can pass on one piece of insight/comment a minute. Either way if the party reaches a point where they are stuck let all the players loose on the puzzle.
What I have found works well with low charisma characters being played by charismatic players is either have them make their roll at the beginning and then have the conversation, or when it comes time for the social role and they get a bad result I will say "In your head you had a great speech but you had a hard time putting it into words and it came out as (something appropriate for the role)"
Here is a list that I hand to people playing Confirmation, some items may not apply. It is never too early to worry about harpies, swarms, animated objects, and dr silver/cold iron.
· Tindertwig (1 gp,) standard action to light fire
Potions/Oils (scrolls are ½ price of potions, if useable) (*Potions can be faster for some spells)
Wands of cure light wounds for 2 PP
It seems to me that Pathfinders should be well trained in tolerance. You have necromancers hanging out with clerics of Pharasma, pirates from the Shackles and Hellknights, and barbarians from the Land of the Linnorm Kings and Irrisen witch all managing to work together. But that one noble kid manages to ruin everything.
It would be funny if the NPC in 5-08 Confirmation was played like many of you handled the prince. Anyone who was uppity for a low level character gets knocked out and the rest get to carry him.
I was thinking of the 10%+5% per round that when you play the drum it causes unattended alchemical items to catch fire. That is about 6 grenades on the first round and 8 on the second.
Read that section again. The food flavor is affected by points but I don't see them getting a point there.
The spell should remove the poison, but I would leave the different flavoring in.
If you wanted you could use the second part of the spell to have the food they purify spoil and rot in front of them. That may cause some fun RP as the worshipers wonder why the visitors just did horrible things to their food.
I would not count on too much help from Zey. There is a season 5 scenario in which it mentions that you are the 17th group he has briefed for the tapestry that day. Between the meetings to determine which Pathfinders are sent where, preparing his own spells, and sending off the PF teams that seems like a full day.
I have used the rule if you can carry it you can take it.
It is easy to end up with the free feat reward by accident if nobody in the party has spellcraft. Pathfinders often remove unfamiliar magic gear from foes and use it to fill a free item slot. I have seen several people take potions off defeated foes and drink them assuming they will be cure potions. Most of the time they are right.
Well lets look at the disadvantages of being neutral.
1. Role-playing: Given the episodic nature of PFS you have to sometimes have to change your characters behavior as a GM will warn you that your character is being too evil. Perhaps you are playing one of only 3 scenarios actually triggers your characters darker side in the 33 scenarios it takes to get to 12 level, but because that GM doesn't realize that in the other 30 scenarios you are good you do not get to express the range of your character.
2. Mechanical Disadvantages Neutral characters are subject to Unholy Blight and Holy Smite, at times in the same round. When targeted my a holy smite will they will often let the no pvp clause of pfs slide and get hit because it does more damage to the opponents. You do not get a Holy Word/Blasphemy that does not affect you.
3. Morally Questionable Orders A neutral character on the good/evil axis is more likely to follow their law/chaos alignment and not be able to accomplish faction mission if role played correctly that good characters could find it in their hearts to accomplish. When asked to acquire an item from an organization that legally owns it a lawful neutral character will likely disregard that the item will save many lives and have to leave the item behind if the organization is unwilling to part with it. While a could character will see a greater benefit to society in ignoring the law.
4. Lack of Adventure Rewards I have seen several Boons that slide your character one step closer to evil if your character takes it. These boons are very powerful (i.e. free feat). In game you do not know that acquiring the Boon shifts your alignment, so neutral characters need to atone to not be removed from PFS play and get an evil act recorded on their character sheet. Good characters can get a free boon and are neutral or can chose to atone and stay good.
Here's what worries me: if all scenarios have an "exclusivity period" it could easily have the effect of drawing many of the most active players from the local level to the convention level. They stop going to FLGS.
I find that the most active players in my area are willing to GM. A large con lets us play the newer scenarios before running them at FLGS. It actually increases the quality of the local games as the GMs are able to take what they liked from their play experience and incorporate it into the game at the scenario at the FLGS.
The last couple years after PaizoCon we have had to tell people they can not GM for a couple of weeks as too many people would volunteer in order to run their favorite scenarios from PaizoCon.
I think your worry about splash damage with large level differences is only an issue at low levels, as the splash damage doesn't scale much and the HP you get per level at low levels are huge percentage increase to total HP. I suppose if the low level characters are still playing in their tier and the alchemist is playing below tier the alchemist can hand out infusions and do actions that will not hurt the party on a failure. If however the low level is playing up, then I think the low level melee should grab a ranged weapon rather than have a damage dealer not be able to function.
I am not advocating that a bomb alchemist should not get precise bomb. I have been in a party where a 9th level alchemist bomber did not have it and my tank would routinely take more damage from the alchemist than the opponents. I am saying that when an alchemist has taken precautions to avoid friendly fire damage on a success, you should not force them to get permission for their actions because of the possibility of unintended damage on a failure.
I do not think that we should force people to ask for permission to do actions that could have negative affects on failure. As it raises the question of how responsible are you for bad rolls? If an alchemist should ask before throwing any alchemist bombs because of damage on a failure, should people have to ask to perform any of the following actions
-Using diplomacy on an unfriendly npc? Failure can cause combat.
I think the cut off point needs to be at the intent of the player. As long as the player does not intend to harm the PCs the action should be fine. I also think that alchemists should be prepared to heal any damage their bombs may cause with their own resources. It is annoying to tank an encounter not receive any damage from the foes and over half you health from alchemists and then when you ask to be healed they ask for your wand of CLW.
John McConnell wrote:
Temple of Empyreal Enlightenment
I like this guy as well. I think he may be influencing the Society already. I have seen half a dozen Barbarians saying they worship a deity and getting the tenants all wrong. The worst was the barbarian that played the Temple and said "Hey wait. I follow Korada." That barbarian found the temple very welcoming.
Deanoth: I understand what you are saying but I think it is different when the GM is trying to pick scenarios which his players will have fun with vs a player cherry picking certs. This post is in the GM forum and is asking for scenarios that will be fun for rogues, not asking for scenarios that will have items for rogues (i.e. poison for a poisoner rogue).
When I played 5–04: The Stolen Heir (1-5), we had great fun with 3 rogues that had stealth synergy.
In the scenario there is a crazy NPC you meet that is very sleep deprived. The party wanted to rest before entering the dungeon after taking some fall damage. The NPC kept waking people up until they bound and gagged him. They found out that they did not want to sleep as that is when she gets you. After they "rested" and were now fatigued and having other penalties, the faction that wanted to leave leaned heavily on the guy that was a different faction. This was ok as we were all friends playing at a home and watched a movie to pass the rest of the evening.
I noticed that many people are making the assumption that you are casting Death Knell on an intelligent creature and basing their arguments on that.
In ties the natural lighting condition wins not darkness. If you are in a place that is naturally dark you can argue that your sunrod is the tie breaker. The light spell negates the dark spell, so a non-magic light sources should work.
I would have put my wizard on slow track at level 7 if I had realized how great passing out heightened continual flames would be. I could then play in 1-7 scenarios and give cheap darkness counters to low level characters. If you really hate darkness level a wizard and do that in your local area.
It is talking about spell level not caster level. That is why my wizard took heighten at 5th level. He offers to sell scarves for his blood pig team with heightened continual flame 4th on them. My other characters have often benefited from someone else who has a scarf my wizard enchanted.
Also the Silver Crusade has a PP item that casts daylight 1/day.
Go Gelatinous Cubes.
I asked for the clarification because I didn't see anywhere in the rules that the default location for any discard, recharge, bury, or banish is from your hand. Banish shows up all over the place and you have done a good job of almost always calling out exactly what is banished.
The example isn't a very good one as that operation is mechanically redundant like recharge the bottom card of your deck or banish any card in the box. I could see an affect the discards from your buried cards though(spell Make Whole maybe).
Thank you for the responses.
The other thing you should know is that while the Volunteers were mostly from the pathfinder society (PFS) player base the scenarios are not PFS scenarios.
PFS scenarios are targeted to be between 4-5 hours long and different scenarios provide very different experiences. The experiance can range from dungeon crawls, like 4-18 The Veteran's Vault traveling through the sewers of Korvosa, to the heavy roleplaying, 4-09 Backros Matrimony guests at a wedding making allies, to some wacky adventures, 4-19 The Night March of Kalkamedes where you escort a person cursed by sleepwalking through the wilderness to try and remove the curse.
Playing a card is defined at the beginning of that section (p.10).
Since you are choosing and recharging a card based on a location's when permanently closed ability you are not playing the card being recharged.
I am not sure if recharging a card from your discard as a benefit of closing a location is against the spirit of the rules. You just cleared out the town square, it would make sense that you could recover a dropped holy relic and receive a gods blessing or find blacksmiths shop to quickly sharpen a dulled sword.
I really like how some of the mechanics of the game mesh with the cards. By the end of the convention I pointed out that most boons with banish make sense to have banish, like healing potions or the guard that valiantly sacrifices himself to save you.
I ran the demo at Pax Prime for around 40 hours and had one person try something nobody else tried when closing the town square.
I don't have a copy of the demo deck any more as my copy disappeared when cleaning up the Paizo area, but I believe the town square closing text reads like this.
When closing, each character at this locations recharges a card and then draws a card.
The unique player recharged a blessing of the gods from his discard pile and then drew a card.
I am not sure if the card works like that but the chapel in the demo set mentions recharging from the discard so I allowed it.
I think it would be funny playing an oread with some of the GMs that have responded in this thread.
Oread "Excuse me, but there is a hoard of ghouls heading for this town you should prepare or leave the town"
NPC *Fails Knowlege Planes check* "What do you really want stone man. I have heard that you are all liars."
Oread "I am just trying to save you, if you look behind me you will see that the ghouls have entered the street."
NPC "I know better than to believe anything you say, stone man, just take off your mask and we can talk. Those ghouls are probably an illusion."
Oread turns and leaves.
NPC "That is right leave. I am no mans fool. What?.. oh no the ghouls are real. Why didn't anyone warn me! AHHHhhh."
When I played it low teir, half the players got bored after we identified, but did not attempt to disable the runes and started the end encounters. I thought the first round wall of stone, quickened empowered cloudkill was bad until I realized he could have killed me in the first round with a maximized empowered horrid wilting. The damage on it was high enough that making the save with full con would have still killed me.
I should have been worried when the con table I was sitting at had people excited that they were going to die to Thune before we even left the briefing.
I was thinking this would kill people that relied on air crystals until I realized that it is five minutes to drain the room. There is going to be air at the top of the elevator that is breathable much earlier. If the elevator is 15' tall like it says all the rooms are it emptys at 3'/10 rounds. For characters that can swim to the top of the elevator room there is easily enough air at the top after only a couple rounds.
I loved the water room. The insidious part of it is you can not immediately get to air. When the party realized they needed to leave NOW a member of the party was across the room and when he tried to swim back was terrified that his touch of the sea potion had just expired. The party thought they were leaving him behind to drown as they closed and activated the elevator.
When I prepared the scenario I was initially confused that the trench under the Vault Lock only extended 30' under the room. I then realized that if you look at the 1 square=10' map it would be easy to think the lock room was 30' long and made the trench extend 60' back. The party I ran for also wanted to explore in the trench under the room, so I made the trench area under the room slightly larger than room.
This scenario ran long for me as well, over 5 1/2 hours, and that is after I had all of the pathfinder ghouls trapped by stone.
When a westerner started mocking tea, my lantern lodge character kindly informed him that tea was such an important drink in the east we included it in the continent's name.