Alastair Redmond's page
No posts. Organized Play character for Twisteminds.
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Let's say a poison has a frequency of 1/round for 6 rounds and requires 2 saves to cure. That is pretty common with poisons. So with the newer unchained rules, if a PC is unlucky enough to fail 5 saves, that would mean that they have advanced to death on the progression, right? The new poison rules are that deadly?
If you encounter a card like Ambush, and you have a card that adds dice to defeat a barrier, it wouldn't work, right?
What about if you are closing a location and you have to defeat a monster to close it. Would a card that gives bonuses to closing a location work?
So how the heck is the cohort Lyren supposed to work?
You display him to look at the location deck, then he gets shuffled into you deck.
But if you use it's power during a combat, you can get 1d8 added on, you you want to use it's power during your combat.
In addition, while it's displayed, you can recharge another card to put it back in your hand instead of shuffling it away?
I've noticed recently that sometimes when I come back to a event to report on a scenario, or even on an already reported scenario, it deletes all the choices of scenarios for the event. 56257 is an example. I came back to it now because I noticed one of the players was missing this event's scenarios, because the event doesn't actually have the scenarios listed under it. It's happened a few times with the ACG events too.
So if you have to banish a card from your hand from an encounter or banish a card to close a location, would banishing a loot card banish the card you replaced instead?
As the ACG is almost at the point for choosing a role, one of my players was questioning Heggal's Rejuvenator role.
One of the powers says:
"Add 2 (□ 4) to your check against a card that has the Healing (□ or Divine) trait."
From what I understand, that would be when exploring and against checks when you encounter a card. If so, is it really a useful power? I don't know many cards that have the Healing trait. Just the potions and cure spells really.
Maybe if it is upgraded twice for the Divine trait it might be better.
Does that sound about right? Because that doesn't sound very useful. Or am I missing something?
So maybe I just missed it in the rules, but if you have the set 2 and above decks in the box when you are setting up a game in the first adventure, how should that be handled?
Should all the set 2+ boons and banes be switched out for set 1?
What if you acquire a set 2+ boon? Does it allow you to get a set 2+ upgrade? Or should that be downgraded to the highest set they are on?
I know if you are higher, you take out the lower sets. I'm just curious if there is a limit for how high of sets you should add.
I am a little confused by the text in this card and what makes it different from regular half-plate. The last bit of text says:
If you are proficient with Heavy Armors, you may recharge this card when you reset your hand.
What good is that supposed to be? Just recharging it instead of discarding it when you want other cards in your hand?
What is the purpose of having to own a physical copy or a watermarked PDF of something?
I am just curious how people decide which scenarios to run because I am getting a little conflicted on how to continue.
Most of my players were new when I started and after a bit we decided start at Season 0 because there was a little continuity that we wanted to stick with(like the stone in the Tide of Twilight).
Now we have more players and some of them have played some of the earlier content. Luckily, those who have played the earlier ones are okay with acting as a GM for those events. But now we are starting to get close to the higher tier games where a good portion of my players(because they keep making new characters to play with their friends they convince to come play) won't be able to play.
I liked the organization of continuing in a linear pattern but with new people showing up, it cannot be done very easily. Just looking for advice and opinions of how to choose which ones to run.
I was talking to a friend of mine and he said something about the earlier seasons having very harsh secondary requirements. Like some of them were to straight out kill someone or an act that would be considered evil, when most people playing are against that. Is that true?
No one does any sort of Society Play in Saskatchewan so I took charge and started running games at my local game store. People are enjoying and it is going well so far and I would like to be able to get more people interested and trying to get games going at conventions. There are a few small conventions that pop up in Saskatoon and Regina and me and my friends want to be able to start up Society games at those conventions.
I am just curious if there is anything that I have to do, being the coordinator of our Society games, to get this started. There are no Venture Captains or anything in Saskatchewan and the nearest ones are a good 5 or 6 hours away.
Do these sort of events have to be created and run by someone of higher rank? Do I even need to do anything beyond talking to the people running the conventions and just reporting the results as normal on the Paizo site?
I don't know how to word this so I just have to use an example.
Augment Summoning calls for Spell Focus(Conj) as a pre-req and Superior summoning only calls for Augment Summoning and a caster level of 3.
The Diabolist prestige class gets Augment Summoning as a bonus feat even if you do not meet the pre-requisites. So can you build off of that and get Superior Summoning? Or would you need Spell Focus(Conj) to be able to actually build off of Augment Summoning?
I am trying to make an alchemist based on Explosive Missile. Long range bombs with a Composite Longbow. Is it possible to shoot multiple bombs if you have the Fast Bomb discovery as well?
Any other suggestions for discoveries or feats?
If a magic item gives skill bonuses it costs (bonus squared)x100.
But what if the item only gives a bonus to part of the skill? Like a bonus to survival for tracking only but nothing else.
I made a game, similar to Digital Devil Saga, where the PCs have to fight other tribes until there is only one, by either killing or assimilating them, to win their god's competition.
I wanted to make it so if the chief dies, the tribe counts as out of the competition and can choose to leave or join with the PCs tribe. Thus the PCs don't have to massacre a tribe of innocents just to take one out.
But if the chief PC makes a bad choice and dies, then their tribe is out for good.
How should I fix it so there is a way to decide a tribe is out of the competition and not be too punishing to the PCs?
Maybe a sacrifice to their god to appoint a new leader and stay in the competition? Gold, build points(for when their tribe grows big enough to use the kingdom builder rules), or something else?
A quest maybe to appease their god?
A harder final boss dungeon?
Any suggestions?
So me and my friends had started the Rise of the Runelords a while ago, but had to take a break. We stopped right before Thistletop.
We hadn't started the game to be for PFS credit game but would it be possible to switch the game over to being a PFS game? Do we have to record every day we do something or only on the sanctioned dungeons?
Since we plan on doing the full adventure, it mentions that we don't follow any of the rules so the only thing we need to do is record how the dungeons went(or the whole thing if we need to record the whole thing)?
Lets say you used breath of life on an young child or low level character. It says it give you a temporary negative level. Now if the character only had 1 level, or really none being a child, would it even work?
So a while ago my friends went to Toronto and got to play in the Pathfinder Society. They came back and wanted to start up a chapter here in Saskatoon. I posted a few months ago and people were kind enough to explain that a VO is not necessary at all.
My question now is how would I go about starting up games? I mean is there anything I have to do with Paizo other than creating an event and reporting it? Or do I just decide to do it and get everyone to create characters for the Society?
Does it have to be coordinated at all with local gaming stores or would that just be for advertising?
Is it only the sanctioned adventure paths that can be played with the Society games? I was really hoping to play all of the adventure paths.
Any tips or things I should keep in mind?
So my players had heard somewhere the monks are one of the best classes in Pathfinder and wanted to try and "fix" them so they work on par with other classes.
I was just wondering, is there really that big of a problem with monks?
If so, what makes them strong?
So a few of my friends recently went to Toronto and played in a Society game. They both come back and they really enjoyed it. I am the GM of our group and they both suggested I try applying so I can run games within the Society. I looked at the requirements and my only question is, should I even bother applying?
I have a good deal of free time to do everything. Saskatoon is currently on their list of places needing volunteers. I have been the GM for our group, and a few others, for 4 years now. We do have some conventions in Saskatoon that are growing and could probably successfully start some games up in them.
However looking at the other requirements, I personally have no experience with the Society play. All I know is what I could research online really.
I do want to apply, my friends would like to be able to play without going so far away, but with no actual experience, should I even bother?
So being a large fan of all things Clamp, I decided to make a class that relies on some of the strongest magic in their universe. I made a cardcaptor class. It works best if you have a clow deck. But a deck of cards works as well.
https://docs.google.com/document/d/1jzNDUbnHixOSupvWXz2ITn0-eds0DDUj81kmsGp hwkM/edit
I'm just curious about this evolution.
What is the die progression that it talks about?
Does it just go up from 1d8 to 2d6? and 1d4 to 1d6? and 1d6 to 1d8?
If someone uses evil eye and the enemy makes the save, it only lasts for one round. So to use cackle to extend that, would they have to use it immediately or would they not have a chance?
Also, could cackle be used to extend the duration indefinitely? If the player kept cackling over and over every turn, would it last until they stopped?
TLDR: 1 round effects on enemies. Do they end at the end of the round, enemies, or your turn?
Does cackle extend hexes forever?
I am making a mansion where every room has a different puzzle or event attached to it. One of my ideas was to make one room that will make a few people who fail saves lie throughout the whole puzzle/event.
My only problem is I cannot figure out what kind of thing would make the most out of the group not knowing one person is lying to them constantly.
Just wondering if people would have any suggestions about how to make the best of it. My players would be go along with it and I would give them a note before hand saying they have to lie about everything they say.
So the Beastmaster archetype for Rangers allows you to have multiple companions. The gnome favoured class bonus for Rangers gives DR to your pet. Would that apply to all your pets? or would you have to divide that amougst them all?
I couldn't really find anything in the rules but when combining words, is it fine to use a lower level word in place of a higher one? Or are the ones listed in the table the only combinations available?
Is there a cap on the amount of attacks per round one can take? Or if you had tons of primary and secondary natural attacks could you just take all of them regardless of the amount?
So I am running an evil campaign. My players are serving demons. I am trying to figure out, if they ever died, what demons would they turn into. I am having trouble thinking of what kind of sin my one friend would represent.
She was created to euthanise people so end their suffering. Her way of rationalising serving demons is that she's going to finish them herself so they don't suffer from demons. What kind of sin would you classify that as? Just general murder? Pride? Narcisism for taking that kind of responsibility that isn't hers? Self rightcheousness?
And if possible, what kind of demon would best fit that? Or would I have to make one?
I had read in another thread that there is a maximum item price for magic items. I was just curious if anyone knew where it says that or if that rule even exists
So one of my players is wanting to be a Damphir. Now I know in the Core Rule Book it says that certain races should have a level adjustment and they should be a level lower than the party. However it doesn't mention Damphirs. And I read somewhere that the level adjsutment rules have been removed. Just wondering if that is true or not.
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