Serpents Rise


GM Discussion

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3/5

I played the artist, took a snapshot and then rebuilt her for my own amusement (I like that sort of stuff).

The Artist/Joliryn appears to have the following build errors as is:

* from my reading of slashing grace, it does not apply weapon finesse to the weapon chosen; it only allows dexterity to damage. Someone feel free to correct me if I am wrong. She would need Dervish Dance, for instance.

* she probably needs a spell component pouch. I see nothing under eldritch scion archetype which grants eschew materials.

* not so much an issue with the build as with eldritch scion class, which makes no sense on when the bonus bloodline spells are gained.

ACG wrote:
Bonus Spells: At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively. This ability replaces knowledge pool.

The intents sound like the 7th level bonus spell is gained at 7th level, and the remaining three every 2 levels. She probably shouldn't have invisibility and should have an additional 1st level spell (expeditious retreat springs to mind...)

And a comment: the eldritch scion altered spell combat is a real gotcha - you have to be in mystical focus, a fact which I missed entirely while playing the character. (A magus is a difficult pregen to run, especially if you aren't super familiar with the class to start)

4/5 5/55/55/55/5 ****

TOZ, if I remember correctly... my table was asked for a Handle Animal check and a Knowledge what we didn't have... Might have just been table variation...

I know that I have occasionally asked for skill checks for hints when a table seems stuck on things, so it could have been that... I didn't GM this year...

-

Walt;
My table spent all the pre-start time reviewing the Pregens, prepping Spell lists, and deciding who played what... there was no 'expressly given opportunity' to go shopping...

The table I was at was primarily players with a more casual level of System Mastery, there was a solid bit of reviewing the special rules and looking up rules and spells.

From some of what I have been hearing, success seems to have been primarily dependent on System Mastery or the GM running 'Easy Mode'.

-

All that said, I still had a great time playing Serpent's Rise. I would love to see more like it. Because you just got the be the 'bad guy' occasionally.

I just thing that the Pregens should have been better equipped as they are meant to be ELITE, not novices, and that the players shouldn't have to go on a shopping trip at the start of the 'Time Sensitive' mission to be prepared.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber
Tempest_Knight wrote:
TOZ, if I remember correctly... my table was asked for a Handle Animal check and a Knowledge what we didn't have... Might have just been table variation...

While not having Handle Animal is a difficulty, most people forget that you can use it untrained. The trained only part involves the actual training, not giving orders. Also, in that encounter there is an alternate way to get past the Handle Animal checks. Your party may not have understood the hidden message.

Liberty's Edge 5/5

Starfinder Superscriber

My party was awesome -- they answered the hidden message in a similarly riddleful way.

Dark Archive 3/5 **

Slightly off-topic; I played this at PaizoCon and completely missed that the PC this goes onto must be exactly level 7. The reporting sheet prior to this was filled out in such a way as to give the credit to a level 8 PC (thinking the usual 6-8 arrangement was in effect).

Can I fire off an email to shift this over in reporting or is the Chronicle wasted?

5/5 5/55/55/5

Generally when you catch that sort of error you just cross stuff out and move the paperwork without worrying about the reporting.

The Exchange 4/5 5/5

bdk86 wrote:

Slightly off-topic; I played this at PaizoCon and completely missed that the PC this goes onto must be exactly level 7. The reporting sheet prior to this was filled out in such a way as to give the credit to a level 8 PC (thinking the usual 6-8 arrangement was in effect).

Can I fire off an email to shift this over in reporting or is the Chronicle wasted?

BigNorseWolf wrote:
Generally when you catch that sort of error you just cross stuff out and move the paperwork without worrying about the reporting.

Ummm...

Check and make sure the session has been reported (on the wrong character) then e-mail customer.service@paizo.com asking for the correction to be made.

Spoiler:
Called it on the 6-8 expectation!

5/5

Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Roleplaying Game Subscriber

I also played this at PaizoCon. My party whipped through this quick and finished about an hour before everyone else. A couple of well executed bluff checks skipped one encounter.

Spoiler:
My group downed Aram Zey in the surprise round. We managed to get into the final room with an excellent Bluff check. We were let in on the story that we were there to provide additional security of the Sky Key. I'm guessing he didn't have any buffs up. We spent a couple of rounds getting in position. I was playing The Ambitious and won initiative. Given that he has Slippers of Quick Reaction I was able to make a double move to close in but I was still 10-15 feet away. Another party member hit me with Telekinetic Charge and I got one free attack on him. I decided to take a gamble and used my 1/day Knockout ability. The ability required a DC18 fortitude save which he failed. After that he was dragon food.

Some notes on The Ambitious
-he gets 15gp to buy gear with, I was lucky another party member bought a Wand of Infernal Healing
-the bonuses for Brawler's Flurry aren't calculated on the sheet. I did them manually but probably didn't do it right as I forgot the bonus from the Amulet of Mighty Fists.
-his personal mission was extremely vague

Dark Archive 3/5 **

Kevin Willis wrote:
bdk86 wrote:

Slightly off-topic; I played this at PaizoCon and completely missed that the PC this goes onto must be exactly level 7. The reporting sheet prior to this was filled out in such a way as to give the credit to a level 8 PC (thinking the usual 6-8 arrangement was in effect).

Can I fire off an email to shift this over in reporting or is the Chronicle wasted?

BigNorseWolf wrote:
Generally when you catch that sort of error you just cross stuff out and move the paperwork without worrying about the reporting.

Ummm...

Check and make sure the session has been reported (on the wrong character) then e-mail customer.service@paizo.com asking for the correction to be made.

** spoiler omitted **

It wasn't an expectation so much as a) We filled out the reporting sheet before seeing the Chronicle. and b) We received the Chronicle minutes before midnight, at which point we were all being kicked out of the main hall space. No one really had time to scrutinize it too much. The PC I wanted to play the storyline stuff with just happens to be level 8. It could have just as easily been a level 10.

Had I caught it then, I would have just changed the reporting sheet then and there.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

Tempest_Knight wrote:


Walt;
My table spent all the pre-start time reviewing the Pregens, prepping Spell lists, and deciding who played what... there was no 'expressly given opportunity' to go shopping...

The table I was at was primarily players with a more casual level of System Mastery, there was a solid bit of reviewing the special rules and looking up rules and spells.

From some of what I have been hearing, success seems to have been primarily dependent on System Mastery or the GM running 'Easy Mode'.

-

All that said, I still had a great time playing Serpent's Rise. I would love to see more like it. Because you just got the be the 'bad guy' occasionally.

I just thing that the Pregens should have been better equipped as they are meant to be ELITE, not novices, and that the players shouldn't have to go on a shopping trip at the start of the 'Time Sensitive' mission to be prepared.

Seems like we had entirely different table experiences. Glad you still had fun.

Shadow Lodge 4/5 5/5 RPG Superstar Season 9 Top 8

John Compton wrote:
I am also excited to read and hear the feedback on this on. We've definitely endeavored to break some new ground with this adventure and Siege of Serpents, and I think folks are going to really enjoy the combined experience.

Tossed you a review, John. Well done, btw.

Grand Lodge 3/5

Huh, I just noticed the level range. Oh well, the experience is nice, and I can have my character say they had a horrible dream! That way, if he gets to play the other special, it'll be like déjà vu. Horrible horrible déjà vu.....

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Dark Archive 5/5 5/5

2 people marked this as a favorite.
TetsujinOni wrote:

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Re: Enemy Hammer

"How much damage does an elf do?"
"Apparently, 2d6."

One of the better conversations I've had about that spell.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
jon dehning wrote:
TetsujinOni wrote:

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Re: Enemy Hammer

"How much damage does an elf do?"
"Apparently, 2d6."

One of the better conversations I've had about that spell.

it's the action denial that makes enemy hammer so amazing, IMO.

Liberty's Edge 4/5 5/5

For running part 1, is it OK to put a print-out of page 6 (with the numbers on it) on the table, and have the players use that to choose where to go? I'm concerned about giving away too much/too little information, and making this part more easy/difficult than it needs to be.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

PaizoCon provided numberless printouts of the Grand Lodge map, so having the numbers is up to you.

Horizon Hunters 4/5 5/5 *** Venture-Lieutenant, Indiana—Indianapolis

I just downloaded this to get ready for Gen Con, and most of the boons on the chronicle sheet say, "You may check the box preceding this boon in order to purchase one of the following items." I don't see any check boxes before any of the boons/choices.

The Exchange 4/5 5/5

I want to make sure I run the BBEG properly in this one. I have a question about the possible interactions of his highest-level pre-combat buff. I'm not quite sure of the mechanics on the spell but it seems his cunning plan is hamstrung the one thing the spell doesn't do.

Spoiler:
He's using project image. If I read the spell correctly he can have all his spells originate from the image. It duplicates his speech, movements, etc. So far so good. However he's still the one casting it. That means that he still has to speak the verbal components. So unless he uses his metamagic mastery and Silent Spell the sound of spellcasting will still be audible. That means that even though he's invisible and the image is the origin of the spell he can be detected.

But spellcasting isn't the biggest problem. Any time he loudly taunts the PCs there will be an "echo" of him both from the image and his true concealed location. I'm planning to give the PCs perception checks to locate him if he uses verbal components or speaks.

It really seems like he needs to have precast ventriloquism.

Or am I completely misunderstanding project image?

Dark Archive 4/5 5/5 ****

Kevin, given that it is a 6th or 7th level spell. I would assume that his speech will originate from the image.... Which does duplicate sounds. It would not be very useful if it did not work like that, IMHO.

3/5

jon dehning wrote:
TetsujinOni wrote:

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Re: Enemy Hammer

"How much damage does an elf do?"
"Apparently, 2d6."

One of the better conversations I've had about that spell.

Why not hurl the enemy at the ceiling? 2d6 damage plus falling damage. By the rooms description, it's roughly 30 to 40 feet high so add 3d6 falling damage.

I'm also looking at having him cast Greater Dispel Magic (20' radius burst) 10' under the party after the trap goes off.

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber
Swiftbrook wrote:
jon dehning wrote:
TetsujinOni wrote:

So, as we prepare for GenCon.

In the last fight, there's a very wide list of options for the use of the arcane bond. Based on the tactics, there were several spells which seemed particularly in keeping with the morale and attitude of the Master of Spells which might not be immediately reached for
Enemy hammer lets you grab a target and deny them actions for several rounds, if you give up Zed's action to do so.

Banshee blast split the enemies, action denial, not confusion.

Serenity Give Zed a brown coat, and split the enemies up into more bite sized pieces again.

Mass suggestion "Go to your room!" .... in your best Christopher Eccleston, of course.

The traditional green ray and lightning jumping options are present, but not really in keeping with his tactics.

Re: Enemy Hammer

"How much damage does an elf do?"
"Apparently, 2d6."

One of the better conversations I've had about that spell.

Why not hurl the enemy at the ceiling? 2d6 damage plus falling damage. By the rooms description, it's roughly 30 to 40 feet high so add 3d6 falling damage.

I'm also looking at having him cast Greater Dispel Magic (20' radius burst) 10' under the party after the trap goes off.

Environmental is an entertaining option too, but seems closer to the "direct attack" option than "humiliation" option, because he thinks he can afford to....

Grand Lodge 5/5 *

So technically the Serpent's Rise chronicle sheet is one that is 'earned with a non-1st-level pre-generated character'; can you therefore apply it to a level 1 character under the Guide rules with the reward reduced to 500gp?

Liberty's Edge 4/5 5/5

Ninjaiguana. wrote:
So technically the Serpent's Rise chronicle sheet is one that is 'earned with a non-1st-level pre-generated character'; can you therefore apply it to a level 1 character under the Guide rules with the reward reduced to 500gp?

I don't see any reason why not; it's no different to We Be Goblins Free, for example.

Grand Lodge 5/5 *

Paz wrote:
Ninjaiguana. wrote:
So technically the Serpent's Rise chronicle sheet is one that is 'earned with a non-1st-level pre-generated character'; can you therefore apply it to a level 1 character under the Guide rules with the reward reduced to 500gp?
I don't see any reason why not; it's no different to We Be Goblins Free, for example.

I agree - the wording distinctly supports it. I'm mostly checking because I'm a bit paranoid. I can't see a real reason for it not to - no broken rewards or anything. The item you obtain via a boon, so per the rules couldn't get it until 7th anyway.

The Exchange 4/5 5/5

Jack Brown wrote:
Kevin, given that it is a 6th or 7th level spell. I would assume that his speech will originate from the image.... Which does duplicate sounds. It would not be very useful if it did not work like that, IMHO.

The problem is that the spell "mimics" your actions (including speech). It isn't a problem if the image is a couple of hundred feet closer to combat than you but in this case... it isn't.

I wouldn't have thought about this except for the fact that the scenario writer gave him Silent Spell. Which could have been a conscious choice to negate a weakness in the spell.

Grand Lodge 4/5 5/55/5 ***

Walter Sheppard wrote:
I was GMing...

And thanks for doing so. It was a glorious session and you sir are a fantastic GM!

Paizo Employee 4/5 Developer

Kevin Willis wrote:
Jack Brown wrote:
Kevin, given that it is a 6th or 7th level spell. I would assume that his speech will originate from the image.... Which does duplicate sounds. It would not be very useful if it did not work like that, IMHO.

The problem is that the spell "mimics" your actions (including speech). It isn't a problem if the image is a couple of hundred feet closer to combat than you but in this case... it isn't.

I wouldn't have thought about this except for the fact that the scenario writer gave him Silent Spell. Which could have been a conscious choice to negate a weakness in the spell.

It may be that I need to give him ventriloquism as well. I'll look into it.

Grand Lodge 4/5 5/55/5 ***

Tempest_Knight wrote:
I just thing that the Pregens should have been better equipped as they are meant to be ELITE, not novices, and that the players shouldn't have to go on a shopping trip at the start of the 'Time Sensitive' mission to be prepared.

Perhaps that is why they had an unusual amount of unspent gold for a "normal" pregen. Not everyone is going to want to equip their character the same. Having the gold allowed for a modicum of customization. Also, a good agent is going to tweak his gear once he knows what the assignment is.

The mission was not as time sensitive as you portray. One of the initial expectations for the agents is to gather information before launching into the mission.

Tempest_Knight wrote:
there was no 'expressly given opportunity' to go shopping

Actually, the scenario states immediately after the intro briefing,

"The PCs have an opportunity to purchase any additional supplies before traveling into the Grand Lodge. This is primarily a chance for them to fill any perceived gaps in their starting equipment..."

Tempest_Knight wrote:
success seems to have been primarily dependent on System Mastery or the GM running 'Easy Mode'

While I cannot speak on the latter, the former is easy to assume based on the nature of the event. You are playing non-CORE pregens at level 7 that you've never seen before. That is automatically going to favor system mastery. In this particular event, I think providing interesting/unique characters both in background and game mechanics is/was a better choice than a dumbed-down CORE character. I'm not a system master, but IMO, the pregens were not all that complicated, except "The Ambitious" with martial flexibility. That one should probably not be run by a casual player, but even if you ignore that class ability, its a decent build.

5/5 *****

Bob Jonquet wrote:
Perhaps that is why they had an unusual amount of unspent gold for a "normal" pregen. Not everyone is going to want to equip their character the same. Having the gold allowed for a modicum of customization. Also, a good agent is going to tweak his gear once he knows what the assignment is.

I don't think that is universally true. I played the Experiment and she had about 1850gp which let me buy a CLW wand and a bunch of scrolls but most of the rest of the table seemed to have very little.

Quote:
The mission was not as time sensitive as you portray. One of the initial expectations for the agents is to gather information before launching into the mission.

We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.

3/5

So, is this a reasonable tactic for Aram Zey?

tactics:
If Aram feels like he is going to (or may) lose the battle, he destroys the glass enclosure around the Sky Key, thus releasing the aura around it and hampering the Aspis agents attempting to steal it.

Also, I've never played a high level caster. The closest is my 7th level bard. So, I (a 12 Int GM) am carefully studying Aram's spells and trying to mimic what a 24 Int wizard might do. After he cast the spells under tactics, my plan is ...

Casting of Spells:
Slow
Feeblemind
Ray of Enfeeblement

I plan on using the minor metamagic rod the first two rounds and save the third charge for an emergency.

Thoughts?

Dark Archive 5/5

Pathfinder Adventure, Adventure Path, Maps Subscriber

Zey is a 24 int wizard. He knows that he's outnumbered by these agents, wants to humiliate them, and doesn't think his life is in danger because he has far more than 24 prestige.

I read his tactics that he will go for active humiliations in his interventions, but will try to defeat his enemies, not just hamper them.

Thus the arcane bond suggestions I made above.

Grand Lodge 4/5 5/55/5 ***

andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.

I did not see any language supporting that

5/5 *****

Bob Jonquet wrote:
andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.
I did not see any language supporting that

I have only played it but it was being run by one of our VL's.

The Exchange 4/5 5/5

Bob Jonquet wrote:
andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.
I did not see any language supporting that
Pages 5 and 7 wrote:
The time the PCs have is limited, broken into two main phases; these phases represent roughly an hour of activity each and serve as “turns” for the PCs, allowing each PC to investigate a particular site or enact a certain plan. As a result, there is some advantage to splitting into smaller groups to accomplish as much as possible. Let each PC decide where he wants to go, then resolve any actions at those locations in turn. A PC can travel to up to three locations during a single turn, but she can only gather information or enact a plan in one of these locations. There is no strict real-time limit on this part of the adventure, but the GM should aim to resolve these scenes within one hour of play so that there is plenty of time left for the rest of the adventure.

So two phases of approximately 30 real-time minutes each. Each PC can visit 3 sites each phase but can only take actions at one each phase.

The Exchange 4/5 5/5

andreww wrote:
Bob Jonquet wrote:
andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.
I did not see any language supporting that
I have only played it but it was being run by one of our VL's.

Where did you play this, andreww?

5/5 *****

Kevin Willis wrote:
andreww wrote:
Bob Jonquet wrote:
andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.
I did not see any language supporting that
I have only played it but it was being run by one of our VL's.
Where did you play this, andreww?

Paizocon UK last weekend.

Silver Crusade 5/5

Kevin Willis wrote:
Bob Jonquet wrote:
andreww wrote:
We were told we had 1 hour to undertake initial information gathering and could visit 3 locations in each 30 minute segment so it certainly seemed fairly time sensitive.
I did not see any language supporting that
Pages 5 and 7 wrote:
The time the PCs have is limited, broken into two main phases; these phases represent roughly an hour of activity each and serve as “turns” for the PCs, allowing each PC to investigate a particular site or enact a certain plan. As a result, there is some advantage to splitting into smaller groups to accomplish as much as possible. Let each PC decide where he wants to go, then resolve any actions at those locations in turn. A PC can travel to up to three locations during a single turn, but she can only gather information or enact a plan in one of these locations. There is no strict real-time limit on this part of the adventure, but the GM should aim to resolve these scenes within one hour of play so that there is plenty of time left for the rest of the adventure.
So two phases of approximately 30 real-time minutes each. Each PC can visit 3 sites each phase but can only take actions at one each phase.
Serpent's Rise, pg. 6 wrote:
The PCs have an opportunity to purchase any additional supplies before traveling into the Grand Lodge. This is primarily a chance for them to fill any perceived gaps in their starting equipment, as none of the PCs has an especially large amount of discretionary gold.

The Exchange 4/5 5/5

UndeadMitch wrote:


Serpent's Rise, pg. 6 wrote:
The PCs have an opportunity to purchase any additional supplies before traveling into the Grand Lodge. This is primarily a chance for them to fill any perceived gaps in their starting equipment, as none of the PCs has an especially large amount of discretionary gold.

That's actually page 4 at the end of the Getting Started section. The "timer" doesn't start until they enter the Lodge.

Silver Crusade 5/5

Yep, page 4, my mistake. However, the PC' s do explicitly have time to buy supplies, as is called out by the scenario.

When I run it once my players have been seated and they've picked their pregens, I'm planning on giving them 5-10 minutes to check out what their pregen does, read their notes, and make purchases. If they're not done in 10 then I'm going to start the scenario anyways, but I expect they'll be ready to go sooner than that.

Silver Crusade 5/5

As a PSA to people running this, they updated certain things on the pregens along with some other things, so if you've printed stuff out check to make sure you have current versions.

Grand Lodge 3/5

Bob Jonquet wrote:
While I cannot speak on the latter, the former is easy to assume based on the nature of the event. You are playing non-CORE pregens at level 7 that you've never seen before. That is automatically going to favor system mastery. In this particular event, I think providing interesting/unique characters both in background and game mechanics is/was a better choice than a dumbed-down CORE character. I'm not a system master, but IMO, the pregens were not all that complicated, except "The Ambitious" with martial flexibility. That one should probably not be run by a casual player, but even if you ignore that class ability, its a decent build.

I would have done more, but considering how hard I was being hit and my dice treating me as filth, I believe that some of my plans with The Ambitious would have gotten us mangles and wiped. Glad we mustered for that scroll for ya, and your voice was great! This scenario pretty much told me to get all the combat feats printed up for my brawler when he gets into higher levels.

Again, for the third time, thanks for running for us Walter!

Scarab Sages 4/5 5/5 ** Venture-Captain, Isles—Online

it would be nice to get a summary of the changes

monster change:
the foo creatures in encounter B have the number of uses of their stony defence reduced

Shadow Lodge 4/5 5/55/55/55/5 ****

chris manning wrote:

it would be nice to get a summary of the changes

** spoiler omitted **

An email went out this afternoon about said changes. Reposting here in case you and others didn't receive it:

Quote:

We have updated the Pathfinder Society Scenario #6–98: Serpents Rise (PFRPG) PDF with the following changes:

Reassigned skill points for slayer and magus pregenerated characters
Changed 0-level spells prepared for wizard pregenerated character
Changed weapon for magus pregenerated character
Clarified a class ability for oracle pregenerated character
Revised equipment list for oracle pregenerated character
Increased legibility of Handout #3
Revised text of Handout #6 to clarify objectives
Reduced remaining number of uses of stony defense special ability for creatures in area B2
Changed tier to 6–8
Added checkbox to Chronicle sheet boon

Scarab Sages 4/5 5/5 ** Venture-Captain, Isles—Online

thanks mike

Grand Lodge 5/5 *

On the revised version, it does appear the magus's weapon is altered in their attack routine, but not in their equipment list. Just a quick heads-up for people running this!

Sovereign Court 5/5 RPG Superstar 2009 Top 32, 2010 Top 8

planning to run this in Columbus as soon as it's available for purchase for four stars.

Scarab Sages 1/5 5/5 ** Contributor

Having played this at Paizocon (it was a BLAST and I'm playing it online again soon for no credit), I just saw it got adjusted to tier 6-8.

Does this adjust already existing chronicles, or do they stay at tier 7? I ask because my duettist bard would love this stuff, and he's level 6.1.

Grand Lodge 4/5

Pathfinder Adventure, Adventure Path, Pathfinder Accessories, Rulebook, Starfinder Adventure Path Subscriber

Chronicles have to be applied at the time they were earned. The only way that would change is a special dispensation from John or Mike. However, I see you have a GM star, so if you have not used your one star replay you could choose use it to earn a chronicle for your second play through.

Scarab Sages 1/5 5/5 ** Contributor

Oh, don't worry; I applied it to my bard. I just want it sooner, is all. Seeing as I used a pregen, I simply put his number down, and now I just have to play two more games...unless I was suddenly able to put the credit on now, of course.

I admit I'm a corner case, just curious. But thank you for reminding me about the GM star...I may well use it. This scenario's THAT COOL.

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