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.
When some players pointed out that Koth'Vaul should have been affected by fade I had him respond in two different ways with different groups. In one he said "It is a matter of discipline. I haven't looked at my left hand for months. Tomorrow i am going to look at my left pinky I cann't wait to see what amazing changes have taken place." In the other I had his hair change to a very light pink and had him say "I use my illusion magic to keep my color. I know it is not real but it keeps me marginally happier."
If we don't get clarification on the negative level for Gamin, I would explain the difference to the PCs by having Gamin say he was checking out the PCs before and wanted to make sure Kalkamedes was safe, but refuses to travel with a non-good character as he decided he didn't like them.
I took Heightened for my 5th level wizard feat. Now I have two of my 4th level slots filled with heightened continual flame to make darkness encounters less threatening in my area. Just today one of my other characters benefited from my wizard's spell choice. Also Heightened is not available in rod form.
Whoa, hold on there Lady Ophelia. Are you trying to get us killed in Bellingham? Despite our regular GMs trying to cut down on Doug's GMing load and help encourage new GMs, he still GMs about 2/3rds of the time.
We run a slot on Sunday and Monday at 5:30 and have taken to posting monthly schedules of planned scenarios at www.nwpfs.org in the Bellingham forum.
Doug is a fun guy to game with, if you want to see for yourself, I believe he is running Way of the Kirin at PaizoCon. As a side bonus for conventions, he has a naturally loud voice.
Of course at 4th level a monk no longer needs the AoMF to hit a shadow, unless he used his last ki.
I do not think that works anymore Cold Napalm. Gauntlets and brass knuckles are considered weapons now, so you would either use the weapon damage and enhancements of the brass knuckles or you make unarmed attacks and use your AoMF properties.
Lots of talk related to this here.
I ran this twice over the weekend and both times the party got split up by the elevator and had fighters beating on Koth'Vaul's summoning circle before wiser heads arrived.
One thing that isn't mentioned in the scenario that became important is how long the elevator takes to travel between rooms, since it will split up most parties and Kalkamedes doesn't sit nicely at the bottom waiting for everyone to arrive.
I will fudge damage to people playing PFS for the first time to avoid killing them. I will even warn them if they get healed and put themselves in a bad position, but if they ignore the warning they are fair game.
I have also fudged damage on a character that I killed the previous two scenarios, as he did not have the resources for another raise dead, and the local gaming store did not have enough players to continue playing the mid level scenarios without him.
Andrew Christian wrote:
I don't care how pretty it is, you ain't bringing your Large Axe Beak into the wedding ceremony for the Blakros Wedding.
And why not? Do you remember the last Blakros social event that did not include combat. I don't. I think the Pathfinder Society gets invited to their events to provide additional security.
Jason Wu wrote:
You joke, but when you look at the encumbrance rules monstrously strong characters, i.e. 34 str enlarged, have a heavy load of 5,600 lbs. That is about the load a mini excavator can lift. Having seen small excavators break up concrete sidewalk with merely steel buckets, I can imagine these characters with Adamantine Gauntlets making short work out of brick walls. 1' think stone walls would still take awhile, but that is represented by its hp.
At PaizoCon a couple years ago I sat at a table where an Andoran cleric of Besmara was supporting two Chelaxian Hell Knights. The two Hell Knights got confused at the end of a fight and after attacking the cleric proceeded to try and kill each other. The cleric stepped away and enjoyed watching the show, which unfortunately ended in a draw. The paladin/Hell Knight that hit the cleric approached him after the fight and said "I must apologize for my actions. We Hell Knights spar quite often in training, but to attack an ally without warning, I fear I will need to atone for that." The cleric responded "I am sure your god understands and that no atonement will be needed" and then pointed out our of character that he was three alignment steps away from the paladin and possessed a strong chaotic aura.
Kyle Baird wrote:
The rest of the table depends on what the new APL was. If it's still in the middle, they should probably continue at the higher subtier. If down or if the players are really scared, let them play down at that point, but change all the rewards gained for the entire scenario (even those already completed) to the lower subtier.
So why wouldn't you give them the treasure for the encounters completed at the higher tier and the treasure for the end encounter at the lower tier, if they changed tiers after the guy left? With this method the person leaving the table may get more gold and access than the people that stayed.
I would like to mention that http://nwpfs.org is a website for Pathfinder Society in the northwest region. The site is set up to support play in British Colombia, Idaho, Oregon, and Washington.
It lists several weekly Society games, exponentially in Western Washington.
That being said is there a place on the paizo website that list the various regional websites? It may help get new people in touch with their local community.
I think fast zombies are overused. I ran a scenario with some normal zombies in it and when the party made their knowledge religion role I told them. "These are some of those mythical "zombies" that you have heard tales of, not fast-zombies. They are extra tough unless you cut them up and terribly slow." It got a laugh from the players.
Great job on useful treasure in the items found for this scenario, Groves. Partially charged wands and unique items open up options that fame alone can not.
I had a ton of fun playing this scenario, as my blood pig coach got to tell everyone about the importance of Korvosa as the birthplace of blood pig. Shortly after that, his veteran blood pig familiar, Jubalani, sees a delicious monster made out of free fruit and had to go charging across the market after it. While two legged members of the party were distracted dealing with some scarecrows, Jubalani noticed some "special" fruit, which after consuming, let him intimidate the plants into sacrificing the most tasty their companions to him.
There are great posts in the GM discussion forum for the scenarios that add lots of flavor to encounters if your GM has time to read them.
I know that there are a couple threads for 4-01 Rise of the Goblin Guild that add lots of fun content to the scenario; such as songs for each encounter, and wacky high jinks for NPCs. I could see this scenario feeling like a meatgrinder if it was run on limited prep-time.