So I'm running a game where a player is using a Spell Warrior skald, and I have one question regarding their Enhanced Weapons song.
When choosing the bonuses added to the weapons, do they all have to receive the same bonus?
For example, say they are fighting an incorporeal creature. Using the +2 bonus, the skald decides to give the weapons Ghost Touch and Keen. Can he also say that any non-magical weapons instead get +1 and Ghost Touch, and magical blunt weapons get Ghost Touch and Flaming--as long as he states all of this when he begins his song?
I'm planning on running a game that has one of its main themes being the seductive, corrupting power of evil, where the players will see the "merits" of joining the dark side for power. Don't worry, the players have all said they would like this kind of campaign and nobody is playing a Paladin or anything that has to worry about falling from grace.
To do this, I'm going to have a dark patron that watches over the PCs and wants them to succeed for its own reasons--probably a powerful devil, but haven't decided yet. My main idea is to have this work by the patron grant Hero Points as a reward for completing tasks for her (think the faction missions from pre-season 5 PFS). The tasks are going to start out innocent enough--make sure this enemy dies or this person survives, and gradually get darker as the campaign runs on to where by the end they are actively hunting people down who have angered the patron.
So there's two things I would like suggestions of:
1: How often should they have opportunities to get these Dark Hero points? One per level/module seems like it would be too slow and so they wouldn't really see these as big opportunities to gain power (also the side effect I've seen in too many games where the players just hoard their points for Cheat Death), but too many and I could see it getting out of hand--not to mention they'd end up spending more time doing "side tasks" than the actual main story.
2: Any suggestions for what kind of things would make good tasks, and how far along? For reference, the campaign will probably go from level 1 to about 12. Keep in mind nothing should be "burn down orphanage" kind of stuff--the PCs will be staying in one region for nearly all of the campaign, and so I want to avoid anything that will draw a lynch mob (big evil things are ok as long as they can reasonably be hidden from the public eye). If all goes well I want the public to see the PCs as heroes even while they slide into evil.
If it matters, the region for this campaign is the Darkmoon vale, starting with all the modules taking place in Falcon's Hollow and going from there.
This came up during a game where we had to go to a fancy dinner, and bringing in an Anaconda was frowned upon. Not wanting to be completely separated from my companion, I used the handy Carry Companion spell.
If combat breaks out and I return my companion to full size, when does he get to act? Does he go immediately, or wait until my next turn? The spell description mentions that it is similar to Flesh to Stone, but I'm not able to find any clarification in that or in Stone to Flesh.
Also for what action it is to return your companion to full size: it says "you may return the creature to its normal form at any time simply by placing the figurine on the ground, touching it, and uttering a word of command"--we went with the general rule that if it doesn't mention a specific action type consider it a standard action, but I would like to know if I was wrong in that assumption.
Forgive me if these have been asked, but a search through the rules forums wasn't able to find anything on it.
So my party is running into a lot of invisible enemies--especially ones that use Greater Invisibility, and we're very short on magic that can get around it (we have one cleric, that's it for our magic). Aside from buying a wand of Glitterdust, what are some creative (preferably non-magical) ways to get around invisibility?
Some scenarios to think about:
I am DMing Skull and Shackles for a group in college, and come this May our group will be graduating and going our separate ways.
I had been removing bits and pieces of each module in order to speed things along in the hopes that we would be able to complete the adventure path before graduation, but we now have 5 game sessions left in which we tend to play for about 5 hours. The party also loves roleplaying (i.e. spent a full hour talking to Sefina in IoEE), so "blow through as quickly as possible" is not an option. This means that some very major things will have to be taken out.
The party has just begun The Price of Infamy, finished the council meeting and is calling some friends to build their fleet. I am already removing the Tower from the list of to-dos, but I'm wondering what else I'll need to remove to reasonably complete the last two modules of the adventure path in about 25 hours of gameplay. I can't use all of these ideas at once, but here's what I've come up with:
1: Have Harrigan actually be on the Wormwood during the fleet battle, instead of off in his fort preparing for the invasion.
2: Have Bonefist start a fight with the PCs for their "mutinous talk" during the emergency council meeting before the Chelish fleet arrives, giving them the Hurricane Crown before the big fight and avoiding the infiltration of Fort Hazard afterward.
3: When the PCs arrive at Harrigan's fort, the Chelish Fleet has already arrived at Drenchport, and by the time the PCs can re-rally their fleet and call on other pirate lords, the fleet has already begun its seige on Fort Hazard. Bonefist may or may not be killed by Cheliax in the fight.
4: Simply end the campaign at the end of Price of Infamy by killing Harrigan--the Chelish Invasion never happens, and the PCs remain as influential Pirate Lords instead of becoming Hurricane King.
What ideas do you think would work well, and what other ideas haven't I thought of?
So the bluff skill is pretty descriptive of how you convince someone of your lies. However, the rules aren't very clear on how you convince someone that you're telling the truth when they normally wouldn't believe you--such as convincing the town guard that this doppelganger was actually trying to do an undercover investigation and the person he's impersonating was doing the crimes. Or just as simple as "no, I SWEAR I didn't sleep with that woman!"
I don't think these would fall under the general Sense Motive DC20 Hunch: "get a gut assment of the social situation," and even if it did I'm not sure I would want it to--particularly because it takes all the power out of the players' hands, putting it solely on the skill roll of an NPC.
I imagine Diplomacy would be useful, but what kind of DCs would there be? Would it be modified for the target's attitude toward you? The unlikeliness of the story (same modifiers as if bluffing)? How much would the target's Sense Motive come into play?
I used to make it a diplomacy roll that I made up a DC on the spot or a hard and fast this NPC is/isn't willing to believe you, but this is happening enough that I need a more solid basis for these situations.
So flipping through the PFS guide, I noticed something that caught my eye. In the character building part in Languages it mentions at the very end of the section:
Guide to Pathfinder Society Organized Play said wrote:
Tian characters receive the languages Tien and Common for free.
To clarify, does this mean only Tien ethnicity humans, as with Varisian, Kelish, etc? Or does it apply to any character from Tian-Xia? I ask this only because it was mentioned so specifically, apart from any other regional language.
Example: Should a Aasimar from Tianjing know Tien automatically, or need to take it as one of their bonus languages/linguistics points?
My party has decided that they want to break into song every now and then. The gathered consensus is this:
"Blame Canada" from the South Park movie modified to be "Blame Harrigan", to be sung nearly every time something goes wrong for the party.
Any ideas for lyrics? Something to incorporate, the party has decided (whether it's true or not) that Harrigan is gay and Mr. Plugg was his first mate in more ways than one.
During the Island of Empty Eyes module, my players (mostly chaotic neutrals and a neutral evil) came upon the Marid trapped in the well at the Cyclops ruins and bargained her freedom for a wish, as is suggested in the module.
They then used that wish to bring Cut-Throat Grok and Peppery Longfarthing to them, freeing them from Harrigan.
Because Harrigan mutilated them after the race for their back-talk and generally liking the PCs, the party now has two comatose torsoes with them. They now plan to sail to Port Peril and pay someone to cast Regenerate to bring them back to full working condition.
I understand that Grok wasn't very close to Harrigan and wouldn't know his plans with Cheliax (which the modules state he only told to a very few select people). However, Peppery has been established to have been Harrigan's friend for a long time, and The Price of Infamy states that she does know about these plans--it's why Harrigan cut out her tongue. Seeing as this betrayal (and likely later strategy meetings) are going to be much longer than 5 minutes of memories, it'll be hard to write it off as being wiped with a Modify Memory spell.
With a little less than a thousand gold they're logically about to get info on his betrayal a full module and a half early, and are good friends with the Tessa Fairwind, the most popular pirate lord in the Shackles who has already hired them to find traitors spying for Cheliax. Knowing my party, they'll tell her right away and ask to send a full fleet after him. Which she probably would.
Any suggestions for how to keep this from turning this into a super-spoiler and making the entire fifth and maybe sixth module not happen (or happen too early for them to survive?)
Before I ask this, I haven't done it yet and am guessing I cannot.
The issue here is: I've GM'd three games for my family, and the idea was that the character I'm applying credit to would play with them in conventions later on. Without really thinking about it, I've been putting the credit towards a character that doesn't fit well with their party (a sorcerer, which they already have one of and they don't have a healer).
This character has never played in any sessions yet, only having GM credits. Could I switch the credit to another brand new character, which would qualify for all of the same chronicles? I am physically able to (since I was the GM and coordinator for these home games, so I can edit that), but I didn't want to do it if PFS would be upset with me for doing so.
I had a question come up during a session that I hadn't thought of before: if the players have a mission that particular items are nearly required and known to be needed ahead of time (in this case cold weather gear when traveling into the frozen tundra in Irrisen), would the Pathfinder Society supply those things for the duration of the mission if asked? They would be returned at the end of the adventure, so the characters cannot keep them for later.
As I haven't found this stated anywhere in particular my gut reaction is no, but it would be sensible. Grandmaster Torch especially would very much like to see Pathfinder agents go into the field as prepared as possible, so I can see it as something he requested when the Shadow Lodge was brought back into the society.
I'm making a kitsune sorcerer character for PFS and I'm looking at the Magical Tail feat. Two extra tails down the line you get the Charm Person spell-like ability. The Kitsune Magic racial trait gives a +1 on saving throw DCs on enchantment spell they cast. The spell-like ability description in the bestiary says that spell-like abilities work just like spells except that they have no verbal, somatic, focus or material components.
My question becomes: Does the +1 to DCs apply to spell-like abilities, or is it not included because it is technically not a spell?
This won't change how I build my character, but I'd like to avoid any arguments with GMs down the line.
Only recently realizing that Sleep is a full-round casting time, I'm wondering if this becomes a big issue and having been able to find the solution on the PRD. It has an effect area of "one or more living creatures within a 10 ft burst."
Do you need to decide the area it effects when you start casting, or when it comes into effect the next round?
Along the same lines, when you summon a creature (also full-round), when do you decide where it appears?
I run PFS games at home with my family, and we're about to run into a small issue.
While I know for APLs that fall between tiers the party can choose whether to play up or down, my group currenly consists of 3 people, with me putting in the pre-gen cleric to round out the group (interestingly, the party has started to get pretty attached to their friend Kyra). The first scenario they are set to play after getting to level 3 is 3-13: "Quest For Perfection Part 3: Defenders of Nesting Swallow."
Having played through this scenario myself, I know that in a correctly tiered party the combat can be either quite brutal or fairly easy depending on how successful their skill rolls are in the prep work (which of course I have no way of knowing unil halfway through the session). To top it off, what tier they play will also determine what level the pregen will be.
I now run the risk of playing down and likely being no challenge at all and the session being boring, or playing up and possibly inflicting a total party wipe on my own family. Anyone have any suggestions for what route I should take on this?
I was planning to get darkwood wooden armor for my gnome druid, and I wanted to make sure I was doing this right.
Darkwood costs as much as a masterwork version of the item plus 10 gold per pound of the original item. Wooden armor is 20 gold and 25 pounds, so normally this would cost 420 (170 for MW wooden + 250 for darkwood). However for a small character, the weight of armor is halved. So would I then be paying only half of the darkwood amount (125) because of the halved weight, for a total of 295?