> Go ahead with multiclass brainstorms.
More Anecdotal evidence but this one is not a full Gunslinger but has the feat investment to get it to work while taking class levels of bard to get a good generalist.
Build: Support bard with ranged touch damage output.
Using this build a bard can contribute with bardic performance still up using ranged touch attacks. Grit means solid damage (CHA to all attacks for 1 round for 1 grit) and lucky fixes at least one mess up per scenario.
Without the gunslinger level he would have to invest in more damage output on a bow and with base line str it would be a lot more sporadic along with a lot less hits...
not able to help with actual trading but the expanded narrative is now open to everyone here:http://paizo.com/paizo/blog/v5748dyo5lj36?Familiar-Places-New-Adventures
Signifier Antonius Gallonica wrote:
At least you can use your voting SLIP wisely...
There is a check before it starts going (but i don't think you can turn it off before it starts... maybe make it a disable device check before it activates)
"Those inspecting the statue can attempt a DC 20 Perception skill
but yeah, I see what you mean about resolution its only be hit and then fix it...
If you play across a few different areas then the 1-5 content also gets more diluted - We try to run a 1-5 table every month. in three different meetups.
Product Description thread gave an update on that one:
The map was originally drawn horizontally, so with the way it is oriented in the adventure it goes like this...
C | F
I hope that solves it up...
Charli Poshkettle wrote:
Sure i got one at a con recently and the contest was amusing (my legacy plan for Ky-rah snuck through with the use of the human option)
**just saw the other post - shout if you don't have any luck :) **
As for where the motes go:
"Whenever a lever is pulled that causes the walls to rotate, the
So if F is pulled initially - turn to 2 long rooms and motes to C (glow in C)
Then if the PCs move down to E to reset the system it turns horizontal and Motes move closest (into F - glows in A and C)
Then onward wherever they pick next (or spread out etc..)
Burnt Othur Fumes (GM type details)
Type poison (inhaled); Save Fortitude DC 18
C | F
I hope that solves it up...
Stephen Trone wrote:
This is why I don't normally prep. Knowledge only inhibits the process, better to wing it and fill in the gaps with whatever sounds good. Worked when I was selling cars, works now with pathfinder.
The written trappings of an outmoded scenario are an unseen cage to the characters progression, only by throwing aside the scenario can you embrace true role playing...
...now did the session really get played?
Awesome Work on the AR and the CC - hopefully that has cleared a bit of space on the desk at least ;)
Just to check in - any idea if the PRD update is on the near horizon? I think this one will be of an impact on whether character need to be rejigged (trying to plan for attending cons and when i need to plan to fix a couple of the expected changeS)
I would advise to be wary of the honor quests as well, there are a couple of potentially dangerous ones here two (we had a few kills on the two tables we ran when it came out)
Hmm.. what are people looking to do with free for all wishes on the cards?
"grant the PCs three wishes that they must use immediately
With regards wish prep - can they just ask for something as per the wish spell without components for the duration of the scenario? not sure which spells to limit the options to (any of the 7th or lower options?)
Scenario looks fun and a good capstone for the season, hopefully it will go okay (my first foray into 12-15 level content running :) )
Can we get the human half only racial half for assimar, tiefling and skinwalkers noted in the AR.
Tiefling seems to still be in the AR but nothing Assimar or Skinwalker
*Note: Tieflings may only be half-human. Other races, including but not limited to dwarf, elf, gnome, halfling, half-orc, tengu, and any other race, are not legal in PFS.
CJ Hooker wrote:
Can you trade off the extra skinwalker boon you get for GM'ing 36 games?
Extra one is for 24 credits - I think this one would need to be known and listed as a one time and has to be signed over at the time (as you need to note the char and things on it at the transition on both sheets..)
Does specifically say on it though that "This copy can only
Dundar Hammerhelm wrote:
Thinking of using the forgemaster archetype (not a great build but one i can GM credit up) but i need to get a feel for how MAD it is. Was thinking the same low cha style. (I get the benefits of a native Scottish accent to do it though :) )
- John Dark - Champion of Iomadae knight errant from the river kingdoms - Thinking summoning cleric...
- Frost my dwarven wandering weaponsmith (still trying to convince myself he can run in PFS)
- Thunder and Fang style guide ranger headed for heavy armour and beatdowns with TWF at high level.
- Gnome alchemist grenadier for all the explosions!
- Ruin my warlock vigilante who throws magic acid balls at everything! (waiting on a crypt run that is being talked about)
And these are just the bench - GM credit plans need to go somewhere :)
We break the opal - Ringo is happy and plans are set to find and break open the other three because the society can.
Season 9: Year of the Sharknado...
The elemental lords (evil flavored) mount a mass assault on the material plane and start causing havok to stop anyone who thinks gem breaking is a good idea! Duchess is the big bad and starts by opening a hole to the plane of air over The grand lodge and chaos begins...
"The warlock vigilante attacks with mystic bolts as though they were light one-handed weapons" means they are not made as unarmed or natural attacks (which is the trigger for touch discharging).
By base line the step up from unarmed strike is made with this weapon, you do not get attacked via AOO, you do not get limited to your unarmed strike damage, you get mystic bolts instead. They are not treated as natural weapons, nor manufactured but a light non manufactured one.
So if we take it as light for "for the purpose of making the attack" not damage but literally just to hit, we are hitting and multi-attacking etc as a light weapon (non natural, non manufactured).
If the GM argued you use magic to get past the defense but do not touch them as there is a Mystic bolt between you and them then what other reasoning is there beyond it says melee touch. If you can find an argument to get past there then it will float better.
I am looking for PFS myself so trying to work out if there is a more airtight argument beyond melee touch, if it was worded as an enhanced unarmed or natural attack then it would be much more straight-forward.
The difficulty is pointing to something in raw that says it is a natural attack or an unarmed strike. in this case it is treated as a light weapon (argued as glowy mystic balls between you and the target in melee) so it is difficult to get a RAW ruling its unarmed/natural (even though it is a melee touch attack).
You are looking for wording that says a melee touch attack discharges the spell or that the Warlock bolts are treated as unarmed. Much as i wish i could find a way to justify it as i have plans for a warlock - RAW you need that wording or an eratta to back that up.
Pathfinder RPG, Pathfinder Society, character levels 1-11
The world-renowned Blakros Museum has outdone itself, gathering an unrivaled collection of relics from the Shining Crusade, a holy coalition that felled the greatest lich to threaten Golarion. When trouble befalls the exhibit mere days before its debut, the Pathfinders intervene, only to discover that one of the relics is key to averting a far greater disaster that has laid in wait for a millennium.
“The Solstice Scar” is a multi-table interactive adventure in which each group’s actions can affect neighboring groups and contribute to the entire room’s success. This is an ongoing adventure that will be updated and rereleased incrementally several times each season, collectively telling a longer story while also presenting exciting stand-alone chapters.
And being comfortable to describe more than the script says but i think part of the writing has it that the slave market is in heavy lock down gives enough reason not to run off and try to free slaves (as would be if it was not in uproar (damned Libery's Edge lot ;) )
But in the last game i ran we had an invisible scouting party to what was a diplomatic situation - being able to describe how they snuck in and did a surveillance run ate through a few minutes of the game that was not really planned in but it gave them a chance to feel they were free to do other plans than the one directly listed.
If you are worried about 2 and 3 and you plan to run them then have a look. Zefiro gets another big part and Tamran at the docks also makes a reappearance so its worth knowing they can be played up and (hopefully) are more memorable.
1) boon - check in with your local V* and find out? It is suggested for -1 and if possible at level 1 but its not explicit (6 months later sounds like it might be taking the proverbial though)
2) Fill it out at the time - needs to be applied in order and can be dropped on a number not created yet if it helps (designation is always in order)
3) Not all of them have this need (always there for reporting as a standard format but not used in part 1)
4) Its there and a minor part of the plot - would make sure they know messing is suicidal though, maybe focus on the p6 description (add more hellknight info if required - heavy armor police miltia is not to be messed with)
"When the PCs arrive, a small riot is threatening to spill over from the nearby Open Slave Market. City guards bide their time, waiting for reinforcements from the Hellknights. A few of the armor-clad enforcers are looking not at the crowd, but to the harbor waters."
Its worth looking at the adventure and seeing that the escaped slave and the rioting market are all flavor of Chelliax and so the map gives an idea of where they arrive (and can be pointed out as such) as well as saying and the place you were given for making contact is ______.
Attempting to think the specifics through
Le Enigmax wrote:
This one is a call on the reasoning - seen people storm out after a character death or similar. Best thing tends to be to flag it to up the chain so they are aware and aim to give as impartial an account as you can. (zeroing the sheet tends to be the basics though)
Le Enigmax wrote:
The raise dead situation is dependent on how much of the scenario they got through. from p14 of the guide:
"Step 3: Award the character XP based on his
So unless they came back after the death and continued (possible in some games, known people that died twice in a scenario..) it is less than the three encounters. Its possible to judge favorably what counts as an encounter but it does sound early on for this one...
I think 1/3rds and 2/3rds are for situations that span multiple sessions (like APs or big modules etc), not usually used for late drop ins or early leavers..
Below is the blurb from the Iron gods AP but i don't think its for normal scenario (or at least i could not find the language in the latest guide):
(Playing each distinct portion of Adventure Path