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![]() Out of interest, what happened to the original crew of the Wormwood in your campaigns, after the end of Book 1? The AP really only gives names, race, alignment and a short physical description for the "lesser" pirates on the Wormwood, but my PCs expressed much greater interest in some of them than they do in, say, Sandara. Rattsberger seems like the current favourite. They're about to meet the Man's Promise and the crew'll split up somewhat, but I want to keep some of their closest friends with them, but I am not sure on whether or not it's worth it having them around forever. What happened to them in your campaigns? Did some of them end up to be major characters? Did you level any of them up to stay relevant? ![]()
![]() Hello fellow Pathfinders, quick rules question regarding zombie-diseases, example being the well-known Ghoul Fever:
20pfsrd wrote: A humanoid who dies of ghoul fever rises as a ghoul at the next midnight. Also, I noticed that in a few Adventure Paths (no spoilers don't worry), people have attempted to commit a quick suicide to allegedly prevent their unwilling reanimation as a ravenous undead. Think Dawn of the Dead or Walking Dead, however, where those infected basically come back as soon as they die, regardless of whether or not it is the actual disease that eventually kills them. How would you rule it? ![]()
![]() To slightly necro (hah) this thread again, I'm running it in a way that the extend of the destruction depends on how it was destroyed. As some of you mentioned, a brutal enough strike may turn a zombie into a fleshy goo, or scatter a skeleton's bones in all directions of the wind, thereby making them "uncomplete corpses", which do not qualify for a reanimate.
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![]() Hi everyone, I recently started running a Skulls & Shackles campaign (no spoilers, don't worry), and one of the PCs really, really wanted to play a NE Necromancer (Wizard). He agreed for this to be a cooperative experience beforehand and I'm fine with his choice, really I think this campaign is kind of neat for morally ambiguous characters. The party has not yet encountered any Undead, and at levels 1 and 2 he won't be creating any himself, yet Necromancers can channel energy to Command Undead (effect as Control Undead). My question is: What does "controlling" a creature allow you to do? Dominate Person has similar wording, yet also has limitations (things that go against one's nature are hard to impose). How does this work when commanding the undead to do things other than act physically? Control Undead itself is a 7th level spell so I would assume it to be very powerful. Concrete example: When successfully assuming control of an intelligent undead, can you force it to tell you everything it knows? Force a ghoul to tell you about its death? Get a lich to give away it's phylactery? Thank you and kind regards ![]()
![]() Thank you for your input!
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![]() Hey yall,
1. Can Undead be brought back as undead after they were slain? I know some undead are either destroyed upon death while others have abilities that bring them back automatically, but what about your generic zombies/skeletons? Can you keep raising the same ones? 2. Raise Dead states that your target has to have been dead for no more days than your caster lvl and that is does not work on the undead (you need resurrection for that). What if the undead is slain and still within the time-limit? This kind of ties in with the previous question and, I think, depends on whether or not a slain zombie becomes a "normal" corpse again. 3. I would assume that weaker undead still rot unless you cast something like Gentle Repose on it. Does this decay affect the undead in your game somehow? Would their physical stats start to deteriorate? ![]()
![]() I'm curious how other DMs handle their spellcasting players who use spells with costly material components. The way I see it, there are three possible systems: 1. Allow your players to cash in the money when they cast the spell and assume they would have bought that component anyway. 2. Allow your players to set aside a certain amount of their liquid cash as sort of a spellcasting-fund. If they want to cast a costly spell, they must have enough money in this fund. Maybe only allow them to add to the fund while in town? 3. Be super harsh and argue that for realism's sake, you wouldn't be able to cast something like Resurrection if you do not happen to own a diamond worth 10.000gp. And how, in the middle of the forest, will you procure this diamond? This approach was my initial reaction to the question, but I realise this makes the whole spellcasting-schtick a whole lot more tedious and difficult. What would you say, allow them complete agency over which components they would have or be draconic about it? ![]()
![]() Nawtyit wrote: I've run it with three before. I just make an NPC to go along with them. It's easier than changing the entire AP. Thank you for your input. I might allow them a temporary pseudo-cohort for particularly tough bits, but I really wouldn't want to be playing a permanent protagonist who travels with the party. ![]()
![]() Hey yall, I'm looking to run this AP some time soon and have already made a number of alterations to it, some of which based on the feedback here on the Paizo-boards! From what I gathered here and simply by reading through the books, the difficulty of a number of encounters is pretty high for parties of four to five. From the looks of it, we will be running it with a solid group of three players, plus one occasional on-and-off character who will just disappear within the ranks of the crew when the player is not available. My question is, has anyone here run the AP with a small group before? Are there any things in the books that are in need of immediate changes just because the party is smaller?
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![]() On some product pages some of the reviews are not shown. It seems they are still counted for the average rating, but the reviews themselves are not visible. I found this here:
This might be a problem on more product pages, I didn't check them all. ![]()
![]() The deadly weapon trait in the SF2 playtest is using a different scaling than the deadly trait in PF2. Player Core 1 wrote: On a critical hit, the weapon adds a weapon damage die of the listed size. Roll this after doubling the weapon’s damage. This increases to two dice if the weapon has a greater striking rune and three dice if the weapon has a major striking rune. For instance, a rapier with a greater striking rune deals 2d8 extra piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die. Playtest Rulebook wrote: On a critical hit, the weapon adds an additional weapon damage die of the listed size. Roll this after doubling the weapon’s damage. The damage from this trait increases for each damage dice the weapon has. For instance, an advanced nano-edge rapier deals an additional 2d8 piercing damage on a critical hit. An ability that changes the size of the weapon’s normal damage dice doesn’t change the size of its deadly die. PF2 scaling: 1d8 -> 1d8 -> 2d8 -> 3d8 SF2 scaling: 1d8 -> 2d8 -> 3d8 -> 4d8I am not sure if this is an intentional change or if something got tangled up. ![]()
![]() I have a question regarding the Mist Evasion ability that some of the vampires possess. scenario wrote: Mist Evasion [reaction] Trigger Bolger would take damage from a critical hit, or from critically failing a saving throw against a damaging effect. Effect Bolger’s body briefly evaporates into the surrounding mists, dispersing the triggering attack. The attack has the results of a failure instead of a critical success. So if this was triggered by an attack it turns a crit success into a failure (maybe a bit too powerful without any limitations, but whatever) But what happens if it was triggered by crit failing a saving throw? ![]()
![]() I have a strange problem with my paizocon schedule.
Thanks ![]()
![]() Can you add the operative trait to the syringe that is used to do the melee injections?
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![]() Right now you only take a -2 proficiency penalty to your AC for wearing untrained armor.
Unless we want all wizards/sorcerers to wear heavy armor i hope this gets changed somehow. Personally it would rather break my concept of an arcane caster if they all wear heavy armor, and to be honest this will happen because it is just so much better. ![]()
![]() Right now the proficiency modifiers are too low to make it feel like an investment into them really matters.
This is not really surprising based on the math.
And even at 20 the spread for proficiency is only 5 points while ability gives an 8. Right now investing in skills to get a higher proficiency (master/legendary) feels like a waste because you only get marginally better. I am thinking that doubling the bonuses you get from proficiency might make this better.
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![]() I started prepping the scenario and i am a bit worried about the disease in encounter B, especially in low tier.
edit:
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![]() In 9-00 the commander of the Spoiler: is an Admiral Pythareus.
black echolon fleet In book 4 of the WftC AP the major antagonist seems to be a General Pythareus. Are they somehow connected or is that really a coincidence (2 high-rank Taldan officers with the same name). ![]()
![]() After reading the scenario i have some questions. All encounters in the scenario use the underwater combat rules which means alle bludgeoning and slashing attacks take a -2 to hit penalty and deal only half damage. Many of the monsters used here have no piercing attacks so they would suffer from that penalty. Is this intended? it seems to make most of the encounters far easier than they look at first. Even the haunt in area area A8 would suffer from that because it deals bludgeoning damage. Regarding the jellyfish hazard in the first encounter how should i handle players trying to attack or destroy the jellyfish? There is no information about AC or hitpoints. According to the tactic Razethka is supposed to use invisibility to surprise the party but an invisible creature gets only normal concealment (20%) while submerged. So she gets no bonus to stealth and being large with DEX 11 and no ranks in stealth she gets an incredible -4 stealth bonus to hide from the party. That is not going to surprise anyone. ![]()
![]() Just started prepping this scenario, and i have a few questions regarding the final fight. The boss seems to be the same in both subtiers. Is this a mistake, or am i missing something. The only difference i found is in some (not all) of the randomly appearing hazards. Is that really all, seems weird to me. I am also slightly confused with the ceiling height. It is 15 ft above the bridge in B2 but there are no other mentions of it in the other rooms.
Also the boss is not resistant or immune to fire, so it will take a lot of damage from the hazards. Is that intended? ![]()
![]() I am preparing this scenario and i have a few questions: The runeslave curse on Pahg-Vahr:
The inverted ogre/giants:
The Spellwarding Trap:
Scarab Sages faction reward
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![]() Do I understand this right?
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![]() I think i broke something while reporting.
is it possible for seomone from IT to either totally delete that session or recreate it so far that i can access it? ![]()
![]() I am not sure on the PFS-specific rules here. i understand that normally in PFS a familiar cannot activate a magic item.
So I am not sure if that also covers staffs, because they are also spell-trigger items or if they are considered something else and their use is not allowed. And a second question, related to the whole thing: Quote: "A faerie dragon casts spells as a 3rd-level sorcerer." Is it considered a sorcerer in regard to spell-trigger and spell-completion items and would it in PFS be able to use scrolls or would that also count as activating a magic item and therefore not be allowed in PFS? ![]()
![]() I was playing an investigator in the PFS scenario 5-08 The Confirmation.
Precise build::
Follows PFS rules (20 point buy, 2 traits) Human Investigator STR 13
Feats (I had no real idea and was really scared by the low AC):
Traits:
Skills (11 skill points, yeah):
Combat Gear:
Vital statistics:
we had a big 7 player group:
Stuff we encountered: 2 spider swarms
social encounter with Ouri
3 mites and a centipede
1 ooze (don't remember what it was exactly]
the Minotaur
4 skeletons
other stuff
Conclusion.
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![]() I am slightly confused about when i actually get out of subtier gold and when i get the normal value? I thought i get it whenever my character level is not in the played subtier, but then i had the following happening: I was playing a 1-5 scenario as a level 3, because all other players were level 1 or 2 we played the 1-2 subtier. How much gold do i get for finishing it? I thought i get ~1100 gold for playing out of subtier.
Related question: How much gold would i have earned if i played the 4-5 subtier? ![]()
![]() I am rather new to PF and recently got hooked. While trying to build my first character and looking around the message boards here I was starting to ask myself a question regarding character optimization.
A lot of guides for example advise to dump 1 or 2 abilitiey to the lowest possible level while maxing 1 or 2 others. Then I read stuff like "If you have CON 10 and get one-shotted at level 1 it is your own fault". So from this I get the feeling that some of the adventures are so hard that you need a near perfect character to survive. On the other hand people are complaining about overpowered characters ("slumber hex witch", "kitty-pounce"?)more or less soloing all encounters while the rest of the party is just watching bored. So I am really unsure how to build my character Any advise from more experienced players would be welcome |