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![]() I think I probably screwed something up. I had added the new GM screen, combat pad, condition cards, and character sheets to my sidecart yesterday before the accessories subscription was available. When it became available today I subscribed to it, but ended up with doubles of everything in my sidecart. In an attempt to fix this myself it appears to have gotten somewhat screwed up. Please verify that I am properly subscribed to Pathfinder Accessories and that I'll just be getting one copy of each when my order generates. ![]()
![]() DungeonmasterCal wrote: I have a player running a Priest from Kobold Press' "New Paths Compendium". They're not proficient with any armor or shields. I know he could take a feat to become proficient, but would it be feasible to make the Channeling Shield into a ring? Put channeling on a buckler. A masterwork buckler (which is required for it to be magic) has no penalty for using it while not proficient. ![]()
![]() Can you not requisition scrolls? I'd also just try explaining to the GM that this is really denying a wizard a core part of being a wizard, the acquisition of new spells. Ask if he can work something out. As to scribing scrolls, remember this section of the core rulebook: Quote: If the caster is out adventuring, he can devote 4 hours each day to item creation, although he nets only 2 hours’ worth of work. This time is not spent in one continuous period, but rather during lunch, morning preparation, and during watches at night. It's somewhat debatable if you can raise the spellcraft check DC by 5 to scribe a scroll of a spell that you don't know, but that may be an option for you. I'd personally interpret it as your character performing research, but your GM may take it another way. If you really are stuck without being able to acquire spells then your list is pretty solid so far. Greater Invisibility would be a good option. Teleport would help enormously with almost everything. ![]()
![]() andreww wrote:
I doubt we'll get an official ruling overall, but Robert Brookes (the scenario author) did comment that the 'sane' version was the one intended in the scenario design, which is good enough for me. ![]()
![]() Sebastian Hirsch wrote:
A breath of life should be able to bring back most characters hit by the "insane" version, assuming that they were at full health when they were hit. Unless it crits; the only thing to be done for a PC crit by that would be to find a very large diamond. ![]()
![]() When I mentioned that Mythic Vital Strike was very poorly worded the "multiply ... by the number of weapon damage dice you roll" part was what I was referring to. When Vector uses a Improved Vital Strike he's rolling 6 damage dice, meaning that his strength and mythic power attack bonuses should be multiplied by 6, not 3. I think it would be a perfectly reasonable argument to say that RAI was that it should be sets of damage dice, but that's not actually what the feat says. I've run this twice now. I've used the RAW version both times. Each time, before making Vector's first attack and outright murdering a caster, I've gone through and explained exactly how I arrived at the numbers I was using. Everyone has agreed with my reading, while at the same time also agreeing that Mythic Vital Strike is really, really broken. As an aside, in my home games I use the RAI version. I usually like embracing the mythic cheese, but MVS is with foe biting, beyond morality, and undetectable on the short list of things that are simply too broken to use. ![]()
![]() We went from level 1 to 20 (and mythic tier 1 to 10) when I ran Wrath of the Righteous. I do not expect it to happen again anytime soon. I do also have a level 20 PFS character that played most everything from level 12 up with the same group of people. It's not quite the same thing, however. I've never actually played that character at level 20, either. ![]()
![]() For reasons that are unclear to me, the PCs at my table let Isah go without negotiating any terms. I had him stick around through the process of fixing things, but he then left at the start of combat. I'd have let them do anything reasonable, even beyond the normal 'safe' wish options, but screwing with them a little if they went crazy. They could have used the help against Vector. ![]()
![]() Vector should never use a full round attack, because mythic vital strike is vastly better than his two slams. Using mythic power attack and mythic vital strike, his attack should be: Slam: +26 (6d6 +72 plus erasure) Due to mythic power attack, on a crit it would be: Slam: +26 (12d6 +234 plus erasure) This is using the RAI reading of mythic vital strike, but mythic vital strike is very poorly worded. A RAW reading is much nastier: (6d6 +144 plus erasure) for the normal attack and (12d6 +468 plus erasure) for a crit. He can potentially do two of those in a round. ![]()
![]() I'm going to be running this this Sunday and have just finished my initial read-through. I certainly never expected to see "CR 17/MR 7" in a PFS scenario. I'm really looking forward to that one. A few questions and observations: Which version of DR/Epic should we use? The one that requires a +6 weapon to bypass, or the one from Mythic Adventures that just requires a +6 equivalent weapon to bypass? Having Sorrina give the PCs standard potions of resist energy (fire) seems like a trap. The potions would be CL3, last half an hour, and grant 10 points of fire resistance. This would be largely ineffective against the amount of fire damage that the PCs will be taking. Nonetheless, I'm debating dispelling the PC's energy resistance. It seems like something a smart monster would do, but with the 3d10 fire damage a round in most areas it's pushing the limits on how harsh I want to be as a GM. Still, it is a 12-15. What alignment is Isah? Standard Efreeti are of course LE, but that seems a bit odd for him as written. How many points does Vector's regeneration heal a round? ![]()
![]() The easiest way to bypass protection from evil is not to be evil; the protection from possession only applies to the alignment that the spell protects against. I'd like either go exploiter wizard for the boosted DCs or witch for the debuffing prior to casting possession. Psychic might also work well as you would still be able to cast in forms that can't perform verbal or somatic components, though you could just take the metamagic feats to get around those as well. ![]()
![]() Take a look at the Holy Shield paladin archetype, especially in combination with a 1 or 3 level dip in to Tower Shield Specialist fighter. With a +5 tower shield and the shield focus feat you can provide a +10 shield bonus to AC to all allies around you as well as a +10 cover bonus to AC to one specific ally. You can also reduce all damage that your allies take from a single evil source by half. There's also a style feat, Mobile Bulwark Style, that will allow you to set the shield as a move action, which is a massive benefit to action economy. ![]()
![]() I just attempted to subscribe to all four starting subscriptions for Starfinder. This was done under order 4347953. Currently, my forum tags only show the Starfinder AP and RPG subscriptions. My subscription page only shows those ones as well, however if I go to the product pages for the subscriptions they all show as purchased. Attempting to access my order history from my account page returns the "Sorry, there was a problem handling your request. The system administrator has been notified." error page. ![]()
![]() While not a formal FAQ ruling, there was a developer post on this very subject. I will note that I ended up banning it and foe-biting 3/4s of the way through Wrath of the Righteous because they were simply too powerful. All of my group supported the decision. ![]()
![]() Lorewalker wrote:
Note the language in that FAQ that explicitly calls out the improved familiar feat. That is not how the promethean alchemist gets their homonculus. ![]()
![]() He was adding hit die to his homonculus. There's a lot of other really dubious stuff, but that's the source of it being OP. He was also using the celestial servant feat to add the celestial template, which doesn't actually seem to apply to the promethean alchemist's homonculus, but combined with the increased hit die (he had boosted it to an 11 HD creature) gave it cold, acid, and electricity resist 15 and DR/10 evil. ![]()
![]() I'm not trying to punish him, though I can certainly understand how you might think so; while I do personally have some issues with aspects of his build, those are rightly addressed by campaign leadership by means of the additional resources list. The original purpose of this post was asking what I can do to address the fact that the stated intro to part 2 makes no sense for his character, for the reasons given. I don't like ignoring the consequences of player choice merely because of the needs of plot. I also am quite aware that given the argumentative nature of this particular player, that I would get a huge argument from him if I were to tell him that he had no memory of what happened the first time they went in. I don't think just saying "because I said so" is good GMing. Merely saying that the plot demands it would not avoid that fight. I do understand run as written, however, and am going to go with Andrew's suggestion for handling the plot backstory, should it matter. ![]()
![]() Rogue Eidolon wrote: Apropos to nothing else in this discussion except the Bonekeep-money question, I happen to have had a case of running Bonekeep 1 where a rogue sneaked away and stole some of the other encounters' treasure after/while the rest of the party was dying, and after a thorough check of the scenario's wording, some of the rooms do say "if the party finds/acquires the XX, they gain XX gp" At the time, I felt bad for everybody else so I let that count, but it wasn't a sure thing to me; I can see the ambiguity there as well as both sides on it. In some cases that is what the treasure line reads. Had that been this case for this particular section, I probably would have been more generous. This section, however, awarded treasure contingent on the defeat of the encounter. The encounter was ongoing at the time and was in the middle of making attacks when the time ran out. I can't see how that would qualify as defeating it in any sense, so no gold was awarded. ![]()
![]() Ragoz wrote:
The scenario specifically says that the party is awarded a certain amount of gold if they defeat an encounter. In this case the player used a steal combat maneuver to take the unique necklace that the boss had. I did not award the gold as they did not defeat the encounter (the player ran down the 5 hour clock by running around the map after every other PC was dead). I did, however, leave the unique necklace on the chronicle sheet in recognition of the fact that they stole it. The player then proceeded to send me a rather hostile message this morning demanding to be given a portion of the gold for the encounter. ![]()
![]() Vrog Skyreaver wrote:
It's the Promethean Alchemist Homunculus. Medium size with an advancement basically along animal companion lines. The skin has the compression ability, which is what he's using to make the stored in the backpack argument. It's reaching, but I don't see any major reason to disallow it. ![]()
![]() I'm trying to work out an audit with the rest of the local leadership, as I won't personally have time to do it during our next sessions. The player has been audited in the past, however, and has passed. I expect the same here. In general, however, he uses the promethean archetype for some advancement, buffs it substantially with extracts, and has given all its gear to it. The skinsend is mainly there to allow the alchemist a means of using the telepathic bond ability while not actually being physically present. ![]()
![]() to be clear, this is not a simple homunculus. it's the one from the promethean alchemist archetype. The skinsend is an issue because the first time the party went in they explicity did not succeed and were captured. This would mean that his body would have been left somewhere, which I need to deal with. ![]()
![]() The skinsend itself is just something that I need to deal with as a consequence of the party being captured. The horribly broken part is his homunculous itself. The player claims that he does this as something of a self-nerf as his homunculus is so powerful itself that to add an alchemist as well would be too much. The homunculus really is that broken and could likely have soloed the entirety of bonekeep 1, given time. ![]()
![]() I will be running part 2 of bonekeep in a couple of weeks. One of the players will be running a staggeringly broken build, which basically involves playing an alchemist's homunculus familiar. The actual alchemist is not generally present, as he uses skinsend and leaves his body elsewhere. The homunculus then caries the skin in a backpack. The player is argumentative to the point of making me consider if I want to run the subsequent sessions. The other players are great, however, so I don't want to screw them over by dropping out, nor is it really fair of me to ask another GM to take over and have to deal with the cheese monster. Skinsend has some limitations, namely that it has a CL*hours duration. The character in question is level 7, meaning he has 7 hours. Bonekeep is 12 miles away from Absalom and the party includes dwarves, so their overland travel rate is 2 miles per hour. He therefore has to leave his body in the wilderness somewhere if he's to return to it in time. Other than that, the build is legal, if incredibly broken. The party starts Bonekeep 2 with no memory of their first venture in to level 2 of bonekeep, but they were in fact captured per the adventure. I need to figure out what this means for the homunculus and alchemist. The party was captured. Those of them not immune to mind effecting had their memory wiped. If the party was captured then skinsend would have ended before the skin returned to the alchemist's body. This means that his body would have been left at 0 HP, helpless, in the middle of the wilderness. There's something of a question of what I, as the GM, can legally say happens at this point. Does a wolf come by and eat him? Does he starve to death? Does he just have to pay the body recovery cost merely for sitting down at the table? He needs a regeneration at this point due to skin send, but again, that's just for sitting down at the table. What happens to the homunculus, which has all his gear? Is it released too? It seems more likely to me that being focused on the mind, the enchanter would have just destroyed it, but that seems quite harsh. If the homunculous is still captured, then given the context of the scenario it seems odd to allow a body recovery on it or it's gear; the players are explicitly being sent back in to figure out what happened. Does the mind wipe still effect the alchemist, even though he's remotely operating his skin? If not, what does he remember about the dungeon? |