Unfortunately, I don't have enough players to run, so I'm cancelling. I'm guessing the unconventional time slot combined with the short notice killed it. I'm considering trying to run the adventures starting with Accursed Halls on a Friday/Monday evening (6pm EDT to 11pm) schedule. Would anyone be interested in playing with that schedule?
I'll be running Thornkeep in Core mode, levels 1-5 over the next week. We'll play from 9am to 2pm EDT each day, Monday through Friday. Thornkeep levels are:
No need to play every game, or use the same character for each game. If you do choose to play each game with the same character, you'll need to be level two, otherwise you'll be level 4 for The Dark Menagerie.
If interested, please e-mail me the following at tooalex [at} yahoo (dot| com:
Because sometimes the scales just don't work. Had Smaug worn armor, Bard's arrow wouldn't have been so helpful.
Actually, in the book Smaug WAS wearing armor, made out of diamonds no less. But one of the scales had come loose at a really bad spot, which Bilbo noticed and told the dwarves of. A nearby thrush heard it, and told Bard of it (Bard was of the original line of Dale, and thus able to understand the thrush).
He intends to create a "separate group" so I'm guessing its not something he'd advertise or play in a public space.
As long as the players all agree to it, I don't see why it'd be a problem to do this. They aren't getting anything extra from the rewards, so the PCs will still be perfectly playable outside of this.
Of course, you could just not sanction it at all. I did that with a home group that I ran through Thornkeep. I didn't want to waste a bunch of time after each scenario with treasure, so I handed out chronicles at the end of each adventure with "Not valid for PFS play" written in sharpie at the top.
Let's look at two situations, one with RM and one without. The rumor is "person X is a secret cultist of Lamashtu"
So, I'm not seeing why rumormonger doesn't play nice with normal skill checks.
My Haunting of Hinojai story:
I was playing my time oracle in the Wayang fight. Dude hits me wwith slow and casts sleet storm, so I move 5 feet as a standard action. His AoEs wreck the rest of the party, though I make my saves and started the fight with resist fire and lightning. One PC dies to the AoEs, while a gunslinger does a ton of damage to the bad guy until he gets shut down by a windwall. I know I can tank the bad guy's damage, but I also know that I can't run due to my debuffs. So I shout to my remaining allies to flee, and use my Remove from Time ability on myself, since I didn't think my friends would abandon me. My friends run, but the gunslinger drops into the negatives (but stabilizes), and the barbarian/cleric gets dropped by a magic missile and doesn't stabilize. The Inquisitor is the only one to escape, as he cast invis on himself. A few rounds later I pop back into existence. Slow has ended, and I find the unconscious gunslinger in a small alcove. Just as I healed the 'slinger to consciousness, the wayang flies into the room. With both sides surprised, I win initiative and do the first thing that comes to mind: I grappled him, 10 str, no feats and all. I managed to hold him long enough for the gunslinger to get a single round of attacks in, and the Wayang went down.
Malonyx Balentiir wrote:
I'd guess that you have spent far less on clw/infernal healing than you would have on defense, but that MUST get tedious. I'm imagining 4 other pathfinders whacking you round after round with clw wands.
Kahel Stormbender wrote:
When you get expanded element, you have two options: expand into another element, or specialize in your own element. If you specialize in your own element, you get the other basic blast for your element, and an infusion.
Actually, the GM would have to trust the GM who signed it that he had made sure that the caster had the requisite spells and feats.
All you have to do is write directly on the chronicle you got it at "Acquired continual flame item heightened to lvl 4, cast by player John Doe PFS# 1234567-12." And have the GM sign it. Then show the disbelieving GM where on your ITS you paid for it. Perfectly auditable. I probably would disallow a heightened continual flame item myself if I didn't have the caster's name, PFS #, and the GM's signature.
I'd suggest switching from half-elf to human. An extra feat and skill point per level beats low-light vision, immunity to sleep and the save bonus, imo (especially since getting another feat makes taking Iron Will easier). If you swap to human, I'd also swap birthmark for the trait that adds +1 to will saves; +1 always beats +2 conditional most of the time. Here's my feat build for my reg mode lvl 9 standard human fighter:
I'd also recommend staying fighter until 9 for the additional plus 1 to hit/damage. If you want to leave at that point, it's up to you.
If you stay a half-elf, I'd drop Iron Will or Improved initiative.
Nosig, please don't include my sorcerer in your totals, as he died to a failed save to an assassin's death attack. He easily survived the damage from the attack, and you didn't include another person's death to phantasmal killer.
Wei Ji the Learner wrote:
I find that happens when the tank makes their AC too high and their damage too low. Make yourself a more important threat (and watch your positioning!) and the GM will go after you more.
It doesn't help when the casters first turns tend to be very eyecatching. A moster will go after a fireball caster, healer or Save or Suck caster before they go after a buffer, or someone who only hurt one guy for a reasonable amount.
My Alchemist died in a situation where the group (APL 5.5 playing up in a tier 3-7) fought 6 CR 6 creatures (3 were summons, not that we knew that) and due to the cramped quarters I provoked two attacks for every attack I made. My super high AC couldn't save me.
My Magus died to a fellow magus' shocking grasp crit (I got dominated). My super-high AC should have stopped it from confirming, but no such luck.
My Summoner got crit by a ghost, failed the fort save. I was already down a bit of hp from an earlier encounter, so took somewhere around 16d6 and died. This one was my fault because I spent several rounds trying to talk to the ghost before the ghost got fed up and attacked me. Later, I bought a jingasa.
My Sorcerer got death-attacked by an assassin and died (Failed the save AND the reroll with my at the time 4 stars!). Initiative roll was poor enough that swapping my 7 dex and 16 con and toughness for improved initiative still wouldn't have beaten the assassin on initiative.
My 16 dex, 16 con fighter survived being crit by a X4 trap a devious GM used a monster's ability to push me into. Not having toughness or having a slightly lower con would have killed me.
My Tank Alchemist with 12 dex and 16 con survived being crit by a X4 trap that took him from full hp to -2. If I had only had a 12 con I'd have been dead.
Watched an ally's summoner with a 10 con die to a slay living from full HP. He was in the right tier, just didn't have the HP. Dude survived when the GM later realized that we should have been playing with the 4-player adjustment and the monster that had slay living would have been removed.
Watched an ally's sorcerer with a 10 con die in the first round of the first encounter by an "AOE" that rolled average damage (for that AOE) with a reflex save DC of 31. The character was 8th level in a 7-8 scenario. He didn't make any tactical mistakes, but would have survived if he had put just a little more effort into his HP. My sorcerer (the same one who got death-attacked a few scenarios earlier) easily survived and D-Doored far enough from the party so the monster couldn't "AOE" him again, and I'd have taken that sorc with me if he'd have been alive.
If another PC dies at a table I'm at, I will almost certainly put up my fair share of gold to get the PC raised (the exception being if its a TPK), even on my characters that are complete jerks. But if you play poorly or ignore survivability I won't go any higher.
One of my players got taken over by a bonethief in my Eternal Darkness RPG (think horrible parasite monster that takes over a corpse); when he finally betrayed the party, it was a bloodbath - two pc deaths, and the PCs failed to stop the bad guys. No hurt feelings though - when I explained where the PC had been taken over, the players all understood. It also helped that I had already included bonethieves in the game by that point.
Additional Resources wrote:
The issue isn't one of Additional Resources. The Additional Resources don't call out monsters as being summon-able at all. The issue is that a developer in a message board post said that we couldn't summon elementals outside of the main four. That means it applies to players and GMs alike, just like any other forum clarification.
Any chance they revealed what happened to the Eberron kingdom Cyre?
My party foiled an attempted theft of an artifact that makes infinite delicious fruit and are asked to find out who is trying to steal it.
So they open up a fruit stand, using the extraordinarily powerful artifact. They make a pretty significant amount of money, and eventually lure out more thieves.
With a fruit stand.
Natural 1s wrote:
You lack a method of beating SR, so you should either focus on spells that don't allow it, or get a way to deal with SR. And remember that many of the high level summons have SR,so if you want to cast buffs on them you'll have to beat their SR. I suggest either spell penetration, or piercing spell. The question is, would you prefer a +2 always-on bonus, or a +5 bonus that costs an additional spell level and turns the spell into a full round action?
Nick Greene wrote:
Resurrection requires a portion of the remains. Spectres are incorporeal. An incorporeal creature has no physical body. I call that True Resurrection land.
I think that when you turn into an incorporeal undead your soul leaves the body and becomes the undead, which means that you still have a body to resurrect. You would still need to kill the spectral you of course.
I've got a character that hands out what he calls "preparedness bags" to everyone he adventures with. They contain:
They have saved the day once or twice.
If shield is a problem grab lvl 1 rogue/lvl 1 cleric sneak attacking with wands of inflict light wounds.
Inflict and cure spells allow saving throws for half damage, which would count for half of the sneak attack damage as well. And at a save DC that a commoner has a 50% chance of making. Better would be a wand of shocking grasp or chill touch (changing out the multiclass to fit the new wand, of course)
The fact that they can be shut down from 30 feet away with a simple intimidate check and that their concentration checks are at a dc ten higher unless they take a move action first are pretty strong limiters, imo. Its clearly better than having verbal and somatic components, but not that much better.