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Organized Play Member. 42 posts (44 including aliases). No reviews. No lists. No wishlists. 5 Organized Play characters.


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Liberty's Edge

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Have it, now.
Read the Spirit Shaman. Renamed it the Animist (Animal) and immediately thought of an Animist (Elemental.) Quickly found the Elemental Shaman.
I love this book!

Liberty's Edge

I've been GMing Iron Gods for a year of once/month sessions, now.

Re: main point: remove Power Fist and Flashlight.

Re: secondary point: Lords of Rust forced me into a barter economy, as it is written a non-settlement, with no markets or taverns, as adventurers are used to. It was fun to make it clear to them there was nowhere to find. They are on their own, in a badland of gang members and obstacles.

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It did, in fact, include the rogue tumbling from the passenger seat of the Fire Cart to the hood and then leaping into the recently vacated passenger portion of the Trike, as they sped past each other at first acceleration of 40'.

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I just today ran my Mad Max vehicle rules. I ended up with Max and his Fire Cart w/Trailer and three Trikes (each Trike with a Zerolevel Warboy driver and a commando Barbarian/Gunslinger). The PCs were defending his vehicle and wheeled storage against the Trike gang of three. There was also a Varisian stagecoach along for the escort mission. Max's Fire Cart is 2x3 sq, while the Trikes are 1x3, capable of passenger, like a chariot. It was an intense session, with only one combat encounter, lasting two hours table time for less than two minutes of game time.

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Easiest way was to simply rewrite Ultimate Combat's
Carriage (as truck)
Light Chariot (as bike)
Cart (as fire cart dragster)

I removed the muscle propulsion, replacing it with Alchemy or Magic (in the case of my NPC's truck). Other tinkers include making the Driving Device "Wheels and Pedals" with various Driving Checks for the the three different vehicles. The main truck is driven by Alchemy, the bikes by Acrobatics and the Fire Carts by Profession (driver). Alternately, they can all be driven by Wisdom, per the rules as written.

It has added another power group to Lords of Rust. One probably more powerful than the others but limited by

:
the fact they can't actually base in Scrapwall because of its walled, insular nature. They have influence and presence amongst the gangs in the town, but exist in full outside of them.

Liberty's Edge

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I'm gonna add vehicles to Iron Gods. Not technological ones. They will be introduced in Lords of Rust. Think Mad Max drizzled onto the Numerian plains. I have a Nexian Alchemist that has been simmering first as a PC and now an NPC whose time has come.

Anyone else done so, yet? (I know a number of you have thought about it...)

[edit] I am currently running two separate games of it. This will happen, soon.

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First adventure tonight.
PCs (none of whom are on these forums, btw) will be sent on a simple negotiations mission that leads them to researching a problem their contact has recently been encountering in his basement storage room.

One word: HAUNT (of the non-lethal damage variety)

Thinking more about it, these guys could easily become the "Ghostbusters" of Katapesh, particularly as the Oracle of Bones has already expressed interest in his mythic-level goal being the rescue of Arazni from her undead state...

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Absolutely. Before, I wasn't inspired by the traps idea, now I am! I love researching on my own. I just sometimes need a little nudge and a pointer on direction...

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Traps are, of course, one of the first things I thought of but none of them have chosen to focus in that area.

After reading your responses, I had the thought to make traps easier to find and not rogue-specific. Lo and behold the blog posts Ascalaphus linked talk about exactly that. Perfection!

And giving the alchemist special focus in identification objectives is also a great solution. That player is the one who most specifically asked for and inspired a less combat intensive playing field, in the first place.

Liberty's Edge

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I'm going to start GMing a campaign soon with three PCs of less than martial bent. A tiefling wizard, kitsune alchemist and human oracle of bones. I have plans to add an NPC Mad Dog Barbarian Half-Elf for at least a little bit of front-line presence. But I definitely want the PCs to be the ones at the forefront of gameplay.

They will be specialist employees of a Katapeshi merchant house, so it should be easy to frame adventures as "missions" handed down from their superiors. I'm wanting to craft a campaign made up of a lot of Indiana Jones style ruin raiding as well as diplomatic networking but not a lot of dungeon clearing.

I'm looking for inspiration as regards different plots and situations to mold into role-playing, skill using and knowledge delving gameplay. Suggestions? Both specific encounter types and resources to root through myself.

Thanks in advance.

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How does Scryer 1 qualify for Mystic Theurge's prerequisite of casting 2nd level spells, though?

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I didn't mention that the GM hates Assimars, did I? So, that's a no-go. But I like the Empyreal option.

And I'm gonna edit the original to include the GM's limitations.

Liberty's Edge

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I'm currently crafting my secondary character for a home game should my Barbarian Titan Mauler meet his final fate. I want to go in the opposite direction of huge, dim bruiser with an ultra-caster, eldritch energy wielder. Here's my current thoughts, open to mutation and suggestion.

edit - Core plus GM approval (GM hates Assimars)

20 point build Human Cleric of Nethys
Str 10
Con 13
Dex 10
Int 12
Wis 16
Cha 16
(I'm not one for dumping, usually. Open to it, but not my first inclination, for sure.)

Current vision is channel-heavy supporter behind a shield.

Levels & Feats
Cleric 1 - Selective Channel; Extra Channel
Domains - Magic, Runes
Cleric 2
Sorceror 1 - Magical Aptitude
Bloodline - Arcane
Sorceror 2 +1 Cha or Wis?
Cleric 3 - Versatile Channel
Sorceror 3
Cleric 4 - ???
Sorceror 4 +1 Cha or Wis?
Cleric 5 - ???
Mystic Theurge 1+ (I understand there's no optimizing this prestige class, but oh well, progression in each spell list is still tasty.)

For context, the current group dynamic (w/o my Titan Mauler) is:
Storm Druid
Ranger Archer
Wizard Universalist
Paladin

A storytelling roleplayer at my core, I have taken to optimizing as a way to keep characters alive, not as a way to 'break' anything. I am open to concepts beyond my channel-focused one. I'm not even married to Sorceror if Wizard makes more sense to a particular build. The only important thing is magic-using devotee of Nethys, god of all magics.

Any thoughts are welcome, thanks.

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As to locations, you mention hotel rooms and ballrooms. Is there a system to what type/tier games are in which? Obviously, a hotel room is going to be worlds easier to manage in terms of volume and focus. How likely is it to do most/all games in that environment?

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Last night, I was inspired to seriously consider volunteering as a PFS GM at Gencon, this year. I'm curious what other GMs' experience with it is. Ups and downs. Boosts and hurdles. Player problems and great games.

To get the ball rolling, but not limit the conversation to these:
What's the reality of running three games a day, three or four days in a row?
I like to haul around a metric s#!@-ton of GM tools and supplies. How feasible is that in the environment?

p.s. Input from players is also appreciated.

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Now reading the pdf, I find an Alkenstar gazetteer in addition to many encounters within Alkenstar and the Mana Wastes. Ahm'onna be'onest and say I'm glad I own it though I await the Paizo steampunk/gunslinger release we all await.

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I don't want specifics, just verification that there's a bucket of source material for Alkenstar, the Mana Wastes and Golarion steampunk play. Anyone?
Definitely gonna pick it up if it has even a little bit of the above.

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While you are welcome to play a manipulative user who attempts to drive your fellow player's characters to actions beneficial to yourself, were I to find myself at your table, it would take more than you showing me the results of your Diplomacy check to shift my behaviors. And I would very quickly lose interest in playing with you again, from what I gather of your presentation, here. Perhaps in play it comes off differently, but perhaps not.
Additionally, too many Organized Play scenarios end up running long or getting rushed for me to be too interested in a whole lot of "interparty emotional roleplay". A slight peppering for roleplay flavor can be interesting, but from the way you have presented it here, it sounds (to me) like bickering and conniving is your main outlet of enjoyment at the table. And THAT would send me right off the map if so.

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I wonder how it would color things to say the original event happened in front of the players?
I came to the player's sheet without the knowledge that the damage I had already announced would put them there. In front of the table. And made the decision.

Liberty's Edge

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No worries about me stopping GMing. This thread could have been nothing but vitriol and aspersions and I would still be prepping maps and printing handouts.
I played with the young man, today, and not only had he been working on his next character but we were in Thornkeep - Enigma Vaults and he seemed totally ready to end his first and favorite character's career today if necessary. And, yes, Thornkeep did indeed nearly make that necessary! So, to my eyes, the correct message seems to have been taken from the originating incident. (Incidentally, Thornkeep had me very frightened for my own [edit out -first and favorite-] character today, too.)
Part of what keeps me soft is my own play style. I GM the way I would like to be GMed: fairly, with the overall situation in mind (real and game world). I would rather a story be crafted by fun people, from the base materials of the rules than the rules of the game (which would have killed my young friend within the first twenty minutes of his Sunday game) be the thing holding the table together. And if anyone feels I'm ruining their Pathfinder Society with softballing, it's my Society as well.

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I knew when it was asked that the topic could be contentious. But I mostly wished to determine that I wasn't too far out of line by at least some estimation.
Thanks All.

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I don't enjoy killing PCs.
In my last Organized Play table, I chose to trim one hp of foe inflicted damage such that the player was at maximum negative rather than one under. He would still need to stabilize next round or truly die, but not from just one round of misfortune. I felt justified in this "cheat" as it was in the first encounter and I felt sympathy toward the young player who would lose his first PFS character at 4th level without seeing anymore of the scenario. (In addition, it made the opening encounter a rescue of two instead of merely one, upping the challenge and excitement.) Was my choice outside the parameters of the GM fiat expressed in the Guide?
Is the GMs place to fire all phasers on kill or can we occasionally choose stun when there is tangible benefit to be had for the table?

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Thanks!
It seems the Vudrani are merely mentioned somewhere in Pathfinder#9 Curse of the Crimson Throne. I didn't see any articles on them.
And I am quite interested for Inner Sea Gods to come out! I should probably let that be the next hardcopy Hardcover I order from the Friendly Local.

Liberty's Edge

I just picked this up from my local gaming store and I am really curious about the numerous gods mentioned in the pantheons section. Any pointers on where more information on those individual gods can be found? The page mentions the Race Companions for Dwarven and Elven gods, but some of the other pantheons are likely more esoteric in their sources. I'm particularly interested in whether the Vudrani deities have been looked at in more detail in other products.

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I have a couple of hopeful questions about the Pathfinder Society Chronicle items from the Inner Sea World Guide and Society Primer.

Do the bonuses to Knowledge rolls allow an untrained roll, particularly in the case of the Primer chronicles with their much more specific areas of study?
The second is perhaps more appropriate for the Society forums: are they considered mundane (i.e. non-magical) for consideration as "Always Available"?

The latter seems almost too obvious to ask, but since I'm bringing the subject up, I mention it.

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My feeling of the intention is to limit the number of active minis on the table and positions in the initiative order during combat. But I would be interested in hearing an official stance on creatures that do not take up their own map space or have a separate initiative spot to take actions of their own.

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Nothing particular (other than a preference for Society-legal options). Those are good pointers, thanks.

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Though I'm sure we'll be getting a bunch more goodies for them with all the upcoming Alkenstar resources, what books currently offer things for Gunslingers after Ultimate Combat?

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So, it would be an 8 Prestige cost for that Inherited Wayfinder with both abilities? That makes a bit more sense, if so.

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Another question about Wayfinders. In the Vanities section, the cost of a couple of the alternate Wayfinders struck me as odd. The Discerning Wayfinder that replaces Light with Detect Magic costs 5 Prestige while the Inherited Wayfinder that retains Light and also gains an additional 0 level spell of choice is 3 Prestige. Does this make sense to anyone else?

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Oh rrrrriiight! I forgot that wrinkle in getting credit once as GM, once as PC. Thanks for the reminder.

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I'd like to add on another question about the GM's Chronicle sheet. This time regarding the items available. There is nothing said about the GM's character having access to the items on the Chronicle sheet, only XP, Gold and PP. Are the items unavailable? I understand that usually the GM will have already played the scenario they run, thereby giving them access to the found items of the sub-tier of which they played. But as a newcomer to Organized Play as well as an event organizer/GM, in my case that will often be the exception rather than the rule for a while.
Shall I wait until I have the chance to play any scenarios I run before I have access to any of the items listed on my GM credit Chronicle sheets?

Liberty's Edge

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I just ran my first PFS table yesterday and had a player need to leave after three encounters with one more plus the BBEG left to be played. I've heard a number of people talk about there being official rules on these situations. I didn't find anything in the 5.0 Guide or the FAQ.
Gold will be easy to figure since the scenario gives amounts for each encounter, but what about XP and Prestige?

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I also GMed my first PFS table, today even!
So, is there a marking to suggest that it was earned as GM rather than Player? I'm asking because my memory holds something being said about being able earn credit for each scenario twice, once as player, once as GM. Should that be true, I assume some indication which was which would be helpful on the Chronicle sheet.

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Very good. I'll discuss it with the player and the co-organizer and see what will be best for all.
Thanks.

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Is it ever permissible for a player to arrive late to an event and join after the scenario has already begun? I don't imagine so, but I told the player who wants to that I would double check with the boards on official policy.

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So, it seems there is no official ruling on open or hidden rolls for the GM. I remember reading that player rolls must be (natch). Additionally, there is indeed a section of the GM101 document that speaks toward 'fudging' rolls, so it must be assumed that sometimes hidden GM rolls are the norm.
Personally, the only reason I would want to keep rolls behind the screen is to avoid exactly what Avatar-1 speaks toward. I don't want to ruin everyone's fun with an insane run of monster critical hits or some other. Not to say I reward poor playing nor would never kill a PC, but I don't want to ruin fun with heartless dice.

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I may have missed it, but I haven't seen any statement on whether GMs must roll in the open or not. Is there an official statement I haven't caught?
Feel free to debate and discuss it philosophically if you wish, but I'm looking for the official Organized Play stance on the subject.

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Ooooo! Fantastic to know, thank you much!

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So, reading up on Sanctioned Adventure Paths and Modules in the Guide 5.0, I discovered today that all of the iconic pregens from NPC Codex are playable in Society Organized Play. But that is only mentioned under Adventure Paths and Modules. Regular character creation mentions only the four download pregens. Can I get a clarification on whether it is possible to use the NPC Codex pregens in regular Organized Play Scenarios or not? I'm asking as a GM as well as a player.

Liberty's Edge

Any chance this is still alive or another like it?