Ah, so I'm seeing what the problem is now. The PRD text is different from the Core Rulebook Errata PDF.
Errata PDF wrote:
Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had total concealment.
PRD Website wrote:
Creatures that fail to beat your Stealth check are not aware of you and treat you as if you had concealment.
Based on what Jason said above, I'm pretty sure that the Errata document is the correct text, and the PRD is a typo.
Edit: Mebolex caught it a full page before me. Whoops.
I can see the argument of the Tarrasque coming back from suffocation, since it is a save, but not starvation. Starvation is not a form of attack, and it cannot be healed until food is consumed. As long as the Tarrasque is kept away from food (I believe they cut it up and moved it into a small demiplane) it will eventually die simply because starvation damage cannot be healed
starvation rules wrote:
A character can go without food for 3 days, in growing discomfort.
The keyword you ignored there was "character." Surely you don't think a bear starts dying 4 days into hibernation?
T is known to nap for centuries between popping out and munching down on a nation or two. Yes, if you lock T up in some inaccessable place, it would *eventually* start taking starvation damage, but not in your lifetime. And eventually it would take lethal damage equal to its hp, and go into a cycle of being dead, then at 1hp, then dead again.
Riiight up until a curious adventurer, or small animal, or whatever, finds its way into your impregnable cell (adventurers are GREAT at breaking into impregnable cells) at which point, jaws go SNAP, T heals to full, and the rampaging begins.
I can't help but think that your "kill T by starvation" solution looks a hell of a lot like T's natural lifecycle.
Owen K. C. Stephens wrote:
If I get to count each major variation as a seperate curse (the difference between "Thor Smash It!," "Thor Smash It With a Hammer!" and "Thor Smash it In The Crotch," to give some analogy curses as examples of what I am talking about) would bring me to dozens at least.
And don't forget my two favorites: "Thor H. Odinson!" and "Thor Odinson on a Furtherprofanity Pogo Stick!"
And if you want to apply some extra nerdliness to it, for putting anything not flat into it, you're looking at an oval or circle with a circumference of 2 ft. For something of uniform shape, that's a circle with a diameter of roughly 1.25 feet.
Does that mean that you will put into the blog as soon as you announce it so we can know whats going on out here in the seattle area? and more over why is paizo con held so far away from your headquarters?
Guh? You do know we recently put in a couple bridges to let you get from Seattle to Bellevue without having to charter a boat, right?
And the HQ is in Redmond, which is just about exactly as far away from "out [there] in the seattle area"...
A level higher than Terrible Remorse, we have Suffocation. Success = Lose a Turn. Fail = 3 more saves. Miss any of them, lose all your hit points. Unless you've got my DM, in which case failing that initial save kicks you to the lose all hit points part. Ick.
Rogue Eidolon wrote:
The underwater cave/helmet is kiteable.
I just recall the helmet handing out a lot of damage for level 2-3. But the OTHER underwater cave scared a number of fluids out of my players.
Rogue Eidolon wrote:
The party almost TPKed when they agroed the top floor of Rannick and X&L all together.
Ah, that'd do it. As written, it's much less scary. Only one sister, and she's on a different floor from the nasties up top.
Rogue Eidolon wrote:
They tried to be SWATish. They really did. They even got over the wall unnoticed, which was impressive.
Wow, that IS impressive. My folks did up from below instead of over the top. Even widening the space so that the inhabitants actually FIT, it just wasn't all that dangerous.
The song is relatively short range compared to the length of wall, so I'd call that pure bad luck on your PCs part.
Rogue Eidolon wrote:
BO--3 (5 character deaths, nearly a TPK but due to greed fighting a bonus monster)
Yeah. Bonus monster is icky, until the PCs realize it can't chase them. Other trouble spots are the underwater cave, and the helmet.
Rogue Eidolon wrote:
tSM--4 (2 character deaths, almost a TPK, but characters jumped off a 200 foot building to escape that encounter)
YES! As written, the final encounter area is begging for a TPK. My players flew to the top, then fled DOWN the stairs. Poor, poor choice. Best fix to this area is to swap her with her sister. Officially the same CR, but not in actual play.
Rogue Eidolon wrote:
HMM--4 (3 character deaths, almost a TPK twice)
I'm trying to remember where my people had trouble. All I'm coming up with are the picachus behind the fort. I wouldn't rank this one over a 3.
Rogue Eidolon wrote:
FotSG--not done yet, but is looking to be at least a 3
This was the last one my group finished before it fell apart. I'd call it a 2 or 3, but my guys were a crazy ninja SWAT-team by this point, so YMMV. If they haven't learned to stop kicking in the doors by now, they're never going to stop getting murdered.
Curse of the Crimson Throne:
I assume he's talking about Dimension Door, which is basically the only way a mage without Defensive Combat Training is going to get out of a grapple from anyone who would bother grappling in the first place.
But what makes this different? I'm asking because I honeslty want to know the difference between a Starstone deity...
Starstone Gods are not merely immortal. Gods DO NOT DIE. They don't have bodies, or hit points, or stat blocks. They don't walk around town, or build castles, or eat crumpets. They are BETTER THAN YOU, and I say that as much to the 20th level wizard as to the farmer.
The last time a god (maybe) died, it shook the world, and a century later most folks are still reeling from the results.
Or, to put it another way: Aroden was immortal for a few thousand years before he became a "god" who still wore flesh and ate crumpets. Thousands of years after *that* he raised the Starstone and became a proper god.
So, no. Taking the "I'm immortal" feat does not a god make.
EDIT: After perusing the wiki, I may have misspoken. I could have sworn Aroden spent some time being a demigod before raising the Starstone, but maybe he was just a regular immortal-type for 5300+ years.
Sean K Reynolds wrote:
Is it also the same character as Chang Mei from Zu: Warriors of Magic Mountain?
For those unfamiliar, Chang Mei is able to imprison a demon by surrounding it with rocks and holding them in place with his eyebrows.
It's too WWF for my liking.
Heh. Reminds me more of Marvel Comics' habit of picking an adjective to overuse into the ground for a few years. For a while, everything was New. New Avengers, New Thunderbolts, etc. They also had their Ultimate line of books...the Avengers in that version was called The Ultimates.
Then they canceled the Ultimate line, and brought it back as Ultimate Comics: comicname.
Which led to the most amazingly headdesky book in the history of ever: Ultimate Comics: New Ultimates.
Well, I'm not clear on the value of responding to a request for plot advice by pointing out that what already happened didn't make sense, or suggesting "it was all a dream"ing it away. However, I can actually defend all the motives involved.
Most important, I think, is my motive as a DM. We're rolling towards the climax of the game, and while I expect we'll do a little bit of epilogue following the death of the queen, I expect that my players will be chomping to move onto something new after dedicating more than 2 years to Crimson Throne. As such, I'm interested in tying up loose threads during chapter 6...while it might make the most in-world sense for Bahor to remain in the shadows for a couple years before striking, that plot provides no value to the game.
So, what are my motives for Bahor? First, I think he's concerned that the queen is a threat to his power base. If she sticks around, he's likely to lose the little kingdom he's built. If he takes her out, he might spin the danger into him holding the whole city...something no rakshasa is going to turn down. The PCs came in and took care of his problematic sister, but also took away his leverage for the throne. So, he keeps a close eye on them waiting for an opportunity to get back what's "his." He sees them learn about the sword, sees them carve their way through Scarwall to get it, and then sees them at the most vulnerable they've ever been:
The clerics that transported them to Scarwall abandoned them. Two of the four remaining are dead, including the mage (beguiler, actually). That's two cityfolk dragging their friends' corpses through orc territory, 450 aerial miles from Korvosa, and nearly 200 from the nearest city large enough to have a cleric that can raise dead. He figured that if he could get in, get the sword, and get back, he'd have at least a couple weeks to finalize grooming his patsy party to go in and take out the queen on his behalf. Well worth the minimal risk of going two-on-two against them. There's no sense in waiting around for the party to get back together and take out the queen--too much chance that the pally will be proclaimed king by cheering crowds.
So, that's what Bahor expected. What did the DM expect? For him to get beat down. He needed a 15 on the disarm, a 20 if the pally had time to Smite Evil, and even then only if the pally missed his AoO. I figured he'd eat a smack from the pally, have the rogue slip in behind and nail him with a perfectly mundane silver dagger which is suddenly treated as good because the pally is now 14th level. Glorio freaks because they cut through his DR and tries to flee. Either gets killed or doesn't, and I'd roll with however the players choose to pursue the plot.
In the end, I did more-or-less what psionichamster suggested. He wasn't able to force the pally to promise to make him king, since the pally firmly believes that it's not within his power to grant that. Friggin' LGs :) So, he secured a promise of safety from the party until the queen is dealt with, and he's now pretty sure that they know what he is. So, he's going to lay low, transport his valuables to a safe place in case he needs to disappear, and port in to backstab the party right after Illiosa goes down. I feel like the party needs some distraction while the pool tries to rebuild Kazavon. As written, it seems like "Blood rises out of the pool with a thunderous roar, reforming into bones and sinew" "I hit it with the sword" "Oh, yep. That did it. GG."
The party killed Vimanda, but bugged out without heading back upstairs and taking everybody else out. I don't think they ever even realized that Glorio is also a Rakshasa. The Ring of Evasion has stuck around, and thus Glorio has been watching their adventures like his favorite television program.
We finished up Scarwall with two characters dead to the demi-lich, the Pally and Rogue hiking across Belkzen hoping to find a rezzer in Ustalav somewhere.
Enter Glorio (built as a PRPG Rakshasa Rog8 to maintain CR 14) and Carnochan (Rakshasa Sor3). They 'port into the PC's camp the first night out and demand the sword. PCs move to resist, so they port away, buff up, and port back greater invis. Both PCs see through it thanks to mantis masks. The dice go seriously against them, and in the span of a round and a half, Glorio walks up, disarms Serithtial away, eats a neg level, beats the Ego save, and Carnochan teleports them away.
So, here's where I'm stuck. What would Glorio do to make himself King now that he's got the sword? He's not foolish enough to go against Illiosa with an uncooperative artifact...who's to say it would still kill her?
Two possible plots come to mind:
1) Glorio gives the sword to some Good NPC that he's tricked into believing him to be noble. NPC gets himself killed, Serithtial is left in Castle Korvosa...maybe in the hands of Togomor? Would Illiosa be stupid enough to give it to Sabina?
2) The PCs already managed to hustle/forced march themselves into Ustalav and UMD a scroll of Wind Walk fast enough that they're actually in Kaer Maga 3 days after the theft. Glorio can still see through the ring, so he knows they're gunning for him at high speed, and he needs leverage. I'd like him to offer the sword back to the Pally in exchange for an oath to put Glorio on the throne. Any ideas how to work this? What's the fantasy version of "bombs in hospitals" if they betray him?
Mike Schneider wrote:
Honestly, you could rule Smite down to a swift action for a single rounds' attacks, and it would still be a boss vaporizer, because you left out the +damage and automatic ignoring of DR.
My group is 13th level, coming up soon on a demilich. At 95 hp, DC 20/vorpal, magic immunity and huge saves, it should be pretty much the most terrifying thing they'll ever face. If the pally was absent, it would be a PC death/round until all the death wards get up, and then a tedious slog of the PCs trying to beat it to death.
Add the pally, and we get a full attack with 95% hit on the first two swings, and 75% on the third (85% if he's already got Holy active on the sword). 20% chance of threat, which will basically auto-confirm. Each hit will do 1d8+31+(2d6 optionally), ignoring DR. Minimum damage will 1-round-kill it, assuming he manages to not roll a 1 on attack.
He can destroy 4 bosses a day like that...he really doesn't need any more :)
I only ask because repeatedly above you claimed that when/if you come up against an enemy that quickly dispatches/disables/dominates your Eidolon, you can swap over to Twin form and do more damage than your Eidolon without even a round spent buffing.
Eidolon carrying sword? Not much good if its dead or dominated.
As an aside, I think it's a real shame that a destroyed bag of holding loses its contents instead of spilling them out. I love the image of your summoner getting disjoined, then buried in 280 lbs of sharp metal as your Haversacks go off like spring snakes.
Quick question: where are you carrying your 14 Huge falcatas? I mean, for the 23 hours 40 minutes that you're not a twin of your Eidolon.
With str 14, you're clearly using an extradimensional space of some sort. Haversacks? I guess you'd claim that the move action to withdraw a specific item from a haversack is reduced to a free action using Quick Draw.
So, since we have no "cubic volume" numbers for the falcatas, I guess we look at weight, 16 lbs per sword. So, you get to put 1 in each side pocket, 5 in the middle pocket. Assuming your DM allows the weapon sheath to count as part of the weapon weight. Otherwise, you're down to 4 in the middle pocket, and need a third haversack. They have to be sheathed or otherwise wrapped, of course, to avoid piercing through your haversacks from the inside and destroying them.
So, is it your position that the feat Quick Draw allows you to withdraw 14 items from 6 pouches spread across 2 backpacks, as well as unsheathe all 14, as part of a free action?
So, now it's 14 items from 6 pouches spread across 3 backpacks. All of which are, per the magic of the Haversack, simultaneously "on top"?
Randall Jhen wrote:
Okay, to begin with, it's worth mentioning that he only gets the bite every time he generates claws, so despite not using the claws, he will still burn one of his 4+Cha uses each time.
Damages: I'm not clear where +9 is coming from. 20 Str is +5, the weapon spec ups it to +7. Double slice keeps you from halving the offhand, but shouldn't offer a bonus. He's not the Barb, so it's not from rage.
Per Bestiary p.302, a medium bite is 1d6. The DD getting 1.5 str on a bite is likely a nod to the fact that Dragons automatically get 1.5 on bite attacks. Regardless, it's explicit in the power, and not dependant on bite being a Primary attack.
Mixing natural and weapon attacks: "Creatures with natural attacks and attacks made with weapons can use both as part of a full attack action (although often a creature must forgo one natural attack for each weapon clutched in that limb, be it a claw, tentacle, or slam). Such creatures attack with their weapons normally but treat all of their natural attacks as secondary attacks during that attack, regardless of the attack’s original type."
Your options as I see them:
If the character involved were allowed the Multiattack feat, he could increase the bite and claw attacks in #1 and #2 to +9.
Am I missing something here? Aren't there like 1, maybe 2 combat encounters (plus some investigation/roleplay) between these two events? It seems level 4 lasts all of 2 hours.
I was still using XP when my guys got here. The Misgivings has a lot of encounters in there, and I wouldn't be surprised if your players need a break midway through. You can either throw in some bonus material between books 1 and 2, or just look for an opportunity to hand out level 5 mid-Misgivings.
Again, wouldn't level 9 be really short here? Admittedly there is more going on here than above (Lamatar, Barl, appeasing the ghost) but still, not much right?
Give level 9 after they retake the fort, then you've got the ettin, exhausted ogres, trolls, skrag, Black Magga (if you're using that encounter), and the Hook Mountain encampment before level 10. Works out just fine.
Isn't there like only 1 encounter between these two events as well? It's a big one, but just travel and 1 fight. Worse, it's "get to the dungeon, fight on the doorstep, level up and enter".
Runeforge is huge, and I would (and will) definitely just keep an eye out for a good plot-related opportunity to hand out 13 during Runeforge sometime.
I need to double-check that I'm definitely free that day, but I'm pretty sure I am. I've played 1, 2, 23, 24 and eaten 8. I'd love to play in anything else!
Wait. I'm calculating an average of 9 damage on a Full Attack using two claws. Likewise, it would be 4.5 on a Standard Attack using just one claw. Seems like a strong attack for a CR 1/3 creature. By comparison, a standard human skeleton (according to the D20 SRD) has only one claw attack....why do PF skeletons get two attacks. Am I missing something?
Eh? 3.5 skellies also got 2 claw attacks. You may be reading the "attack" vs "full attack" line. Again, they only get 2 attacks if they don't move more than 5 feet.
Your math for "average" damage is only accurate assuming they always hit. They're attacking at +2 against ACs in the 14 region, meaning that 60% of the time on a Standard Attack they will deal 0 damage, and 40% of the time, they'll deal an average of 4.5 damage. Their average damage per round on a single attack is then 1.8.
It's certainly possible for a character to get nailed for 12 damage in a round from a single skelly, and that's going to ruin any 1st level character's day. In the long run, it's very unlikely for that to happen to all your characters before they manage to drop the low-hp baddies.
Here's a fun one that existed in 3.5 and got carried over verbatim:
I wiped the party out in two rounds with these things....am I playing that right? Should it just be one attack? The players were a little upset with me. :-)
You played it correctly, though they only get both attacks on a Full Attack action. If they moved, they only get the 1 attack.
Fresh 1st level characters would probably have ACs around 13-14, meaning the skellys should hit less than 50% of the time. They'll average under 4.5 damage on a Full Attack, around 2 on a Standard Attack. They've only got a few HP, so they'll typically drop on a single hit from bludgeoning or magic. 3 skels sounds like a pretty easy encounter for 4-5 1st level characters, and more just gives the cleric an excuse to try out Channeling.
That said, if the skels rolled hot, the players could be in trouble. Always a risk when starting out your adventuring career.
I agree this is succinct and useful. However, regarding #3, I thought that the PA expenditures let you "obtain" the item at no cost--the language above seems to indicate that you're paying PA in order to be able to pay gp to purchase the item, and I don't think that's correct (or very useful, actually).
You're right, that's poor phrasing on my part. There is no GP cost associated with PA expenditure. I'm having trouble phrasing it accurately without being unwieldy. How about:
3) You may purchase any legal item worth no more than 150gp by spending 1 PA instead of gold, and an item worth no more than 750gp by spending 2 PA. Please note that spending PA for this or any other purpose does not reduce your GP cap, which is based on your lifetime PA.
F) when you complete a mod, the items found can be purchased at full price (with your split and current savings) - can this go over the "gp limit?" your "faction support" allows? (guides not in front of me, so I dont remember the terms)
Correct. There are a few different ways to have access to an item:
1) If the item is listed as Always Available, you may purchase it if you can afford it. The GP cap from Prestige Award does not apply to Always Available items.
2) If the item is on your current Chronicle, or one of the previous 2 Chronicles, you may purchase it at the price stated on the Chronicle. The GP cap from Prestige Award does not apply to item access from Chronicles.
3) You may spend 1 PA to purchase an item worth 150gp or less, or 2 PA to purchase an item worth 750gp or less. The rules do not seem to indicate that the GP cap from PA applies. Please note that spending PA for this or any other purpose does not reduce your GP cap, which is based on your lifetime PA.
4) You may purchase ANY legal item which costs less than your GP Cap from Prestige Award. You do not have to have received access to the item from any source, it simply needs to be PFS legal. This is the only type of purchase for which the GP cap applies.
Piety Godfury wrote:
Agreed, however, this is incomplete considering the access available in conversion and those available through Faction Points.
Guh? The special materials section is defined as Always Available. PA determines your access to items NOT listed as Always Available. Your access during conversion is the same.
From page 6:
ALL special materials on page 154 of the Core Rulebook, with the sole exception of dragonhide, are Always Available.
Piety Godfury wrote:
From page 22 of the PFS guide, under Always Available Items:
"All basic armor, gear, items, and weapons from Chapter 6 (the equipment chapter) of the Pathfinder RPG Core Rulebook. This does not include dragonhide under the "special materials" section of that chapter on page 154, but it does include the other special materials such as alchemical silver and cold iron."
The were-rat and harlequin were also shielded as discovered when our party sorceress threw magic missles at them.
I'm not going to get into stat block spoilers, but your GM really needs to work on his attention to detail.
I wondered the same, and upon checking noted that the wererat in question was blurred, the hag was barkskinned and the harlequin was invisible. Those are all pretty obvious. From the OP's stories, only Griggiz seems to have been inappropriately buffed, though.
Then quite frankly this is a very poorly designed series of modules...Basically I can sit back, let the scenary go by and defeat the monsters it drops off in front of me.
I think it's tragic that inflexibility, whether on the part of your GM or the players (I suspect both) has lead you to this conclusion. Crimson Throne (particularly the first half) is without exageration, the finest series of D&D modules I have ever owned, read or heard described in my life. It is brilliant, hands-down.
I do not wish to disparage your GM. I suspect (or at least hope) that his inflexibility is the result of inexperience. That can only be corrected by practice, coaching, and honest (non-hostile) feedback from his players.
When the players wanted to check out the shipwreck and he gave you a flat "No, you don't know where it is," he was wrong to do so. The GM has a story to tell (and that's all the modules are, outlines to a story) but he should be working with the players, not against them, to tell that story.
All that said, you are also part of the problem:
I suggested to him and everyone else that maybe we should leave town for a couple days and seek our fortune (or borrow by force) the fortune of someone else, AKA good old kill the monsters raid the dungeon.
A disease of incredible virulance and lethality has struck your home. The sick and dying crowd the temples and hospices. Wagons of bodies pass you on the streets, lined with shuttered and barred homes. The southern sky is perpetually darkened by clouds of smoke rising from corpse bonfires. The Queen's elite guards march the street, escorting black-cloaked healers from home to home, struggling and apparently failing to stem the tide of death.
And in the face of all that, you propose bugging out of town for a few days and whacking some orcs for their pocket change?
I realize that your suggestion was the product of frustration with what had been presented to you. But it's also a sign that you lack investment in the story of the adventure. That's something that will require additional effort on the part of both the GM and the players.
So, as I see it, you have two choices. You can listen to the advice of the many people who have posted above, and sit down with the GM and other players and have a frank discussion about expectations, flexibility, and above all: what everybody thinks SOUNDS FUN. Or, you can sit back and kill whatever drops in front of you.
I can't predict the future, but the former sounds like a path toward greater enjoyment for everybody involves, while the latter sounds dreadfully boring. Your mileage may vary.
I love the idea of making noise and waiting around.
You keep that idea the hell away from my players...they waste enough time as it is!
I do wish they'd stop bothering to try and sneak into places. I always have to turn to the cleric in full plate and ask "So, what was your 'clank silently' again?"
Consider it this way: If you had gone down that tunnel as the rogue wanted, the GM very well could've changed the layout of the dungeon so that you ran across that were-rat any way.
Heck, you don't even have to go that far. Just have Grizzt sneak up while they're fighting the otyugh, and stab somebody...which is basically what Grizzt's tactics block says he does anyway.
So, not only is this GM refusing to deviate from the text, he's not even reading the text correctly.
That said, learning to keep players on the path without ramming the path down their throat is a very delicate skill, and one that your GM will learn...IF he puts the effort in. I cringe when I think of some of the things I did to my players when I was young. 15 years later, I'm not the most talented GM in the world, but I'm a very practiced one.
Take the shipwreck for example: my players immediately asked about salvage operations. I laughed and said "The guard's not going down there...do you think water breathing grows on trees? Plus the darkness, the sharks, the devilfish..." and the players took the hint. If they had pushed the point and wanted to go down? Then they get to go down, and I'd have to roll with it. Either punish them by running it as written and hope they don't get killed, or throw some sharks and whatnot at them while they search, and then give them the ship without the hag.
On the other hand, no matter how practiced you are, you'll never have the players under mind control. It turns out my PCs took the hint too hard, and declined to search the wreckage even after they got the wererat hint.
So, talk to your GM...explain that you don't want to derail his story, but you do want to feel like your PC has some influence in what happens. There's got to be some give and take, on your side as well as his.
Were you guys going to clarify if Season 0 PC's could purchase the mithril chain shirts if we had access/purchased them before?
Special materials except for dragonhide are permitted. You can buy a mithril chain shirt if the cost of that is below your GP cap. Your prior chronicles have no effect during the conversion process.
Cypher Pax wrote:
With a new player, I typically let them roll a character at the average level of the rest of the PCs. This meant that Saturday, I had a player with a new 9th level druid. It would have been pointless to start the End of Eternity with a 1st level character.
That's how I do it in a home game as well. It's not an option for Society play, though.
Piety Godfury wrote:
Are special materials going to be open (like Mithril)? Under the rebuild guidelines if we had an item with a special material I assume we lose access to it.
Special materials are addressed on page 22. Assuming that mithril is included among the special materials on page 154 of the Core Rulebook, then it's "Always Available."
What's the difference then between what we get on the Chronicles and what we normally would get?
You can buy any legal magic item that's under your GP cap. You can also buy any item from a chronicle, even if the cost is ABOVE your GP cap.
A +1 Frost Longsword is 8,000. With perfect play, the soonest one could buy that based on prestige is after 11 scenerios...almost 4th level. More likely, you'll find the option to purchase a couple +2 weapons before you've played through that much. But once you hit that 22 PA mark, you can buy ANY +2 weapon.
Scenerios have no set expiration time. The bulk are intended to remain playable throughout the lifetime of PFS.
Paizo reserves the right to retire scenerios on an as-needed basis, and there are apparently some Season 0 mods which may be on the chopping block. Joshua has politely but firmly refused to identify those walking dead.
Can't help you on question B, though one copy per table (not slot) seems fair.