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Auren "Rin" Cloudstrider wrote:
Huh. Tell that to my PC who was almost killed by a "young" creature whose poison, even after the young adjustment, had a DC 16 Fort save for a party at APL 5 or so.
And it delivers the poison through ranged attacks using quills. So, the save is slightly easier, but it hits more often, doing slightly less damage per hit. That, to me, adds up to an ugly situation for the PCs, especially since it also gets a higher initiative, so it is flatfooted for less time...
Note: Be very, very careful with the Young template.
There are some creatures for whom the template is a boost, overall, rather than a reduction, in abilities.
As an example, anything with Weapon Finesse improves its ability to hit with this template, and its AC will also, usually, go UP.
Edit: Fixed some typos.
I would treat an enemy escaping, if the players allow it within their RP, as under the creative solutions:
Pathfinder Society Organized Play never wants to give the impression that the only way to solve a problem is to kill it—rewarding the creative use of skills and roleplaying not only make Society games more fun for the players, but it also gives the GM a level of flexibility in ensuring players receive the rewards they are due.
As long as they defeated the encounter, and having the NPCs run away is surely being defeated, they should receive the full rewards for the encounter.
Step 5: Determine the Max Gold for the scenario based on the PC’s advancement rate and the subtier played. Circle the applicable value (F). If the PC’s level is not within the subtier played (such as a 1st-, 2nd-, or 3rd-level character in Subtier 4–5), circle the Out-of-Subtier gold value or calculate the Out-of-Subtier value for Seasons 0–4 by taking the average of both subtiers and rounding down. Write this value beside area F and circle it. This value represents the total gold piece value a character may receive for defeating all enemies and finding all treasure in a scenario. If the player is playing a non-1st level pregenerated character, he may choose instead to apply this Chronicle sheet to a 1st-level character by reducing this value to 500 gp (or 250 gp for the slow advancement track). If the PCs failed to earn any of the rewards listed for an encounter, deduct the amount listed for the applicable subtier from the value circled in area F. If the resulting value is negative, use 0 instead. Place the result of this calculation in the shaded GP Gained field and initial the adjacent box (Q).
As long as the PCs defeated the encounter, give them full gold. As to access, if the NPC running away has something that grants access, use the creative solution solution, and give them a chance to find it along the way.
It is insane that the target of a hex can save, still be affected, then get cackled to death. Literally.
You saved versus the effect, why are you still suffering from it round after round after round?
Where, in that, is there anything that increases the fun for the GM who has to deal with that kind of BS?
GM Lamplighter wrote:
We run 7-player tables when it is a new player, but otherwise don't.
I have reconsidered, and will run 7 player tables, if necessary, for Season 4 and up, the scenarios written for 6 players, since they shouldn't have much trouble with a 7th player.
For earlier seapon scenarios, and modules, I prefer 4 to 5 players.
DM Beckett wrote:
The thing about Kitsune is they just beg to be "unique little snowflake" characters. The kind thats all about RP (as long as its about them and how cool/special they are and the spotlights on them).
Really? That's all you see for Kitsune?
Ummm. I have a now 6th level Kitsune Sorcerer, who spends much of his time being the quiet one, given that he doesn't understand non-Tian culture. He does support stuff, along with occasional Sorcerer blasty stuff, but he usually avoids the spotlight. Other than during his Day Job, when he proselytizes with Perform (Oratory) to gain converts for his god, Razmir...
Not all Kitsune need to be Starfox, or the center (centre?) of attention.
And scottish accent dwarves are just the ones that failed when they tried to be pirate accent dwarves... ;) Arrrrh, matey!
Another thing that can help with ugly effects is a potion of Remove Sickness instead.
You quell feelings of illness and nausea in the target, giving it a +4 morale bonus on saving throws against disease, nausea, and sickened effects. If the subject is already under the influence of one of these effects when receiving the spell, that effect is suppressed for the duration of the spell.
Casting it, when possible, is more effective, but pouring the potion down your nauseated companion's throat, sort of like a dose of pepto, can be amusing...
Regarding Intensified Spell, you are incorrect:
That looks awful lot like a specific number.Spell Perfection on it would change that line to:
An intensified spell increases the maximum number of damage dice by 10 levels.
I would try to keep the three parts of Destiny of the sands together, since as a campaign they don't make a lot of sense otherwise.
A little bit difficult, since the first two are 1-5, and the third is 3-7...
Also note that, for the DotS trilogy, carefully running the Devil We Know tetrology from Season 1 (I think it is) might be a nice prequel, since it introduces some of the NPCs that show up in DotS.
Sorry, you do mean bits and pieces of GMT, yes?
I just played <redacted> the other day, and someone in our party was willing to take an alignment infringement to finalize GMT after he got captured at the end.
Tier 1 & Tier 1-2 replayable scenarios, modules, and AP segments:
* These are Free RPG Day modules, so they are only 1 XP, and may only be 1 PP, that keeps changing as time goes by...
I'm always keen to save paper; is there going to be any issue with printing the two 'Mythic Powers' chronicles back-to-back on one sheet of paper?
Possibly, since that will involve a lot of page flipping by any player using the powers from the chronicles, rather than using Mythic instead.
One of the things you can do, especially if you know or realize in advance, that the combats will be mostly walk-overs or not a challenge, is ramp up on the RP aspect of the scenario.
Figure out who and how you are going to utilize for it, but you can use RP to give out more of the "Background" section of the scenario than the PCs normally get.
One of the things I liked about Part 2 of Destiny of the Sands was how much of the background could be gotten through the play of the scenario. IIRC, we tromped most of the combats, partly through lucky/unlucky rolls, but the time we saved in the combats was well-spent in the RP arena.
Oh, someone was trained in Spellcraft, but it was the fighter.
Detect Magic, no Spellcraft or Knowledge (Arcana); Both Spellcraft & Knowledge (Arcana) but no Detect Magic.
Which is why my Lore Warden fighter picked up a Discerning wayfinder...
Probably not, as long as you keep it within the same bounds as the naked female Druid grappling the Succubus thread....
Matthew Downie wrote:
There are always choices.
Qui Gong monk, with the substitution allowing you to cast Barkskin on yourself, for the win.
Or, simply, a stock of potions, scrolls, or a wand for someone to use on you, including yourself with UMD...
Puns are Play by Post, now?
... your Magus is the party healer, and is the only one with any sort of healing, and that requires rolling UMD... With a +5...
If the floor is as trap, there is a way to disable it as a trap, pure and simple. If the floor is a hazard, as has been mentioned, there is no way to disable, although a clever party may be able to figure out a way to bypass it.
And the fireball thing is the exact same thing, there are rules on how skills work. Do you have your wizard player tell you how he uses spellcraft to decipher that scroll or do you just have him roll the skill check?
If youi make him have to come up with a way to do it, then you can ask the player for how to do a disable device. If you handwave getting detailed descriptions on how to use any skill, you should not be asking for detailed descriptions on any skill, then.
Now, if a player goes above-and-beyond, and gives you a fair idea of what his PC is doing when using X skill for Y purpose, you can give him a circumstance bonus, if appropriate.
For diplomacy, do you want, "I try to convince Kevin to help us out." or do you want, "I carefully spend ten minutes schmoozing Kevin, asking him friendly questions on his friends and family, commiserating about problems, congratulating him on his new grandkid, yadda yadda yadda, slowly leading into his providing us assistance on Y matter."?
Kyle Baird wrote:
Note: There are a couple of item boons that are on chronicles that are both very unclear, and do not include the rules for it.
There is an early season chronicle that allows you to buy something thast is only described in the scenario itself, as it is not a standard item.
I managed to catch the GM while he still had the scenario avaialbel (printout in=hand), so we could look the item up, and, oddly enough, it turned out to be a slotted masterwork tool for Intimidate checks. The sidebar explaining it in the scenario was only about 3-4 lines, so it could easily have been printed on the chronicle, but it wasn't.
Per the rules for AA:
If, after casting this spell, you cast a spell that enhances projectiles, such as align weapon or greater magic weapon, on the same container, all projectiles this spell conjures are affected by that spell.
So why do you even need to ask?
Might want to recheck the rules on ranged touch attacks.
Unless the caster has spent two feats, they are likely taking a -4 for making a ranged attack on an opponent in melee.
Then, unless the do some positioning, they are probably taking another -4 for cover.
Then they are a 1/2 BAB class, and probably don't have much more than a 14 or so in Dex...
Yes, it can do nice damage, except...
... the Druid shows up in adamantine full plate.
... the Cleric shows up in a harimaki.
... the new player wants to run a Dwarven Fighter, who is going to multiclass to Wizard, with an Int of 14...
... the Rogue fails her save against color spray...
And the GM forgets that she is being run as an iconic to fill out the table, so doesn't CdG her...
If your GM allows it, there was an item from the old Magic Item Compendium, the Belt of Heling, which granted a number of charges each day for use to do some healing. It only cost 750 gp, had three charges, and did 2d8 per charge, spend an extra charge at the same time for another 1d8 healing. The charges replenished the next day.
1 charge = 2d8
Using single charges was the best value, if you could afford the slower healing.
Well, just remember that it is not quite on the same level of use as level.
Although a Pathfinder 2.0, just to actually, I don't know, put rules on the same thing into a single area, so you don't have to reference half a dozen things to find out that you can't make, for example, potions of personal range spells...
Note that Manyshot and Rapid Shot can be stacked on the same full attack.
I forget exactly how the old Manyshot worked, but it used to be its own action, IIRC, and it used to apply a penalty to hit. The new one is just an option for use with a full attack with a bow, and has no drawbacks.
Against most targets, Manyshot just gives an extra 1d8+x damage. The second arrow on that first attack cannot, itself, benefit from crits or other damage multiplers that are not general.
It will work with Clustered Shots.
Whether it counts as another attack for that second arrow for Hammer the Gap is one I am unsure of.
But it would, at least, have neutralized the darkness in the same area, not that that would have helped in the least...
But it might have put some pressure on the creature, in some way.
Sigh. darkness at will sucks.
As to counting as your own ally, I tend to consider that this feat goes by the same ruling as Gang Up, where you definitely do not count as your own ally.
As written, you would only ever be able to pass on a single crit, although, using readied attacks, if your GM allows, it might be possible for the crit fisher to get more of them passed to allies. That would require, though, figuring out some way to setup a ready for a passed on sting, and multiple high multipler allies, usually with a benefit from taking a single attack instead of just taking the single sting on their normal full attack.
Low level, TWF kukris, two allies, each with high multipler weapons, one set to attack (Vital Strike?) on a confirmed-but-passed crit, the other just setup in the order after the stinger.
you're running a scenario with a darkness using end guy, and the whole party is human, with a light spell and torches as their light sources...
Yep, a party of 4 humans, 1st & 2nd level, no one with an Ioun torch, just the cantrip and mundane lights. In an underground city, no natural light sources, and the BBEG is a Derro, with darkvision and darkness. Oh, and sneak attack damage...
And the only tactics for it I could find were to hide behind the door if the PCs made noise in the fight outside its door...
Shouldn't that be Slipped to Cheliax?
So, she is a Chelaxian faction Succubus Paladin, working on, er I mean for, Paracountess Zarta Dralneen...
And that works fine, in a closed group, where you are metagaming the meaning. The instant someone new joins your group, you either have to step out of character to explain it, or you have someone who is totally confused, and probably not having a bunch of fun.
OGL core refers to a bunch of things by the word level. Many of us either have been using the term for years as Gary & Dave defined it, or grew up using it that way.
Remember that what your group uses if it is non-standard, is fine for your group, but you need to remember taht visitors and new members will need to be brought up to speed on it.
For PFS, since it is an open campaign, using the standard terms is not metagaming, it is playing the game as written.
Can your PC tell the difference between a Fighter, a Ranger, a Paladin, and a Samurai? At times, they can all look almost identical to a casual viewer.
Fighter with a bow
Overall, from a distance, they will look very similar.
Did you actually read my spoiler?
Just as an FYI, a 2nd level fighter, which is what she was playing, has both better defenses and better hit points than most 4th level casters.
High AC fighter, going total defense for additional AC. Creature needs a 16 to hit.
So, 25% chance of a hit.
10% chance of a potential critical.
25% chance of confirming that 10% critical.
2.5% chance of that bad luck happening.
That is neither challenge nor threat. That PC was in good armor, doing the appropriate thing to survive. Your response is neither appropriate nor reasonable.
Additional, semi-relevant information:
The player had already been using pregens at a local con to get 2 of the 3 XP that this PC had. So you want her to play yet another pregen when she was p[laying a perfectly legal PC who was legal for the table?
2nd level PC, in sub-tier 3-4 of a 1-7 scenario.
As a matter of fact, other than "Don't play.", we, GM included, were giving her good advice.
The casters needed someone to block the advance of the columns, so they can get spells off to try and destroy the columns.
Oh, and her PC had both the best AC and the best hit points in the party.
So, other than "Don't play this scenario, or don't play the PC you have built, and play yet another pregen that is, at best, not the build she wants to use, what would your reasonable advice be?
Or would your advice just be to kill her PC, with an evil laugh, and drive yet another new player away from PFS?
I softball, when it is needed.
Voice in the Void:
Running a group through at sub-tier 3-4. Only melee in the party is the 2nd level fighter, who has a good AC. And this is the player's first and only PFS PC, and the first time played at second level.
So, she is having her fighter going Total Defense, which increases her AC significantly. The caryatid column needs a 16 to hit at all.
So, she has already been hit once, took a small amount of damage during this combat. Her allies are using spells and ranged attacks to destroy the column. At this point, the column hits with a critical threat.
The PC can take a hit, and will be unconscious and dying. A critical, on the other hand, is virtually guaranteed to kill her PC. In the first room they have done more than get background in.
Is it fun for her or me if I then kill her PC, who, at this level, is not only dead, but probably won't be able to be raised?
Think about it.
GM Lamplighter wrote:
I have the same pet peeve, to the point that I don't allow numbertalk at my table... In terms of hit points, skill bonuses, or any other number. Players should be able to describe their characters in the same terms as they would in real life.
So, do you letr them set up consistent equivalencies, or do you just enforce mumblety g~##?
And what do you do when the real life descriptions would alreay be a number? "I am 5' 6" tall."
So, is a +9 Diplomacy good, mediocre, or excellent? Or would you just let me describe it as, "I can automatically assist anyone performing Diplomacy."?
Sorry, when a skill number can ligitimately range from -3 to +30 or more, not even counting ACP or encumbvrance, it is hard to force someone to use a non-numeric descriptor withotu a defining table.
Heck, even as a GM, I have to check the spell detect magic to give the proper aura strength reading...
Do Native Outsiders radiate their alignment at 1st level if they are not a Cleric/Paladin?
Seth Gipson wrote:
Seth, what he is saying is that he would rather play the game, with the full alloted time, rather than have to worry that a GM is either going to be rushing the party through encounters to finish early, or have to call the game before the end, because he needs that last 20-30 minutes to do paperwork, rather than letting the game play at its own pace.
Would you rather play, say, The Blakros Matrimony in 3.5 hours, with a GM who is also making some of the players' play in a distracted fashion while they try to finish up his required paperwork before the end of the game, or have a full 4 hours time to RP that scenario, with all the players fully involved?
As with nosig, I would probably go looking for a table focused on playing the scenario, rather than focused on post-game paperwork during the game.
We have a variety of Paladins locally, yesterday we had the Seelah pregen being used at our table, while the other table's GM is one of the folks locally who runs a Paladin.
As an online player/GM, I see a bunch of Paladins in the online games, usually in mid-to-high-tier tables.
Locally, we do have some Wizards. I have one in my stable, another local loves them, but is using PFS to play other types of PCs that he is not as familiar/comfortable with. I have seen other Wizards, and arcane casters of various types, around our tables.
A lot of experienced gamers, in my experience, tend to use PFS as a testing grounds for PCs of types they don't normally use. That's how I do it, myself. My area of preference, for example, is ranged fighters, but I think I only have about 4 of them in my stable of PFS PCs, but I also have 4 sorcerers, 1 wizard, 2 maguses, 1 rogue, a couple of trip/disarm builds, 1 bard, and a couple of GM credit blobs in the wings...
Negative levels are one of the few permanent negatives that won't get your PC marked as dead, so you can take your time removing them.
Note, however, that your future parties may not be happy with you, as you will be more fragile, and provide less benefit, to a party you are part of due to the penalties.
Removing a permanent negative level takes a casting of Restorarion, and I believe that the casting cost is either 1,280 gp or 4 PP apiece. Note that, during the course of the normal PFS adventure, you won't be able to get both done, as you have to wait a week between castings for this effect.
Between scenarios, you can get both done before your next adventure, due to the indefinite time between scenarios.
A witch's familiar begins play storing all of the 0-level witch spells plus three 1st-level spells of the witch's choice. The witch also selects a number of additional 1st-level spells equal to her Intelligence modifier to store in her familiar. At each new witch level, she adds two new spells of any spell level or levels that she can cast (based on her new witch level) to her familiar. A witch can also add additional spells to her familiar through a special ritual (see sidebar).
That is under Familiar in the Witch entry from the APG.
Sorry, after running Accursed Halls online on Saturday, I also ran Black Waters FtF on Sunday.
We had an alchemist/ragechemist at the table.