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Curgyr wrote:
Narratively, the players seemed baffled that not a single spectator could escape the room without direct intervention, especially as the fire begins the encounter threatening and scary but not immediately dangerous - there isn't enough smoke or chaos to obscure the southern exit or enough danger to freeze them all in fear[...]

I had many more spectators on the map than the ones who would become trapped. I ran it so that the spectators all went on the same initiative, and on round one all but the specified trapped ones escaped, but in so doing knocked over the benches or partially trampled the remaining people to explain why they needed help.

I also told the players they could hear the council members outside the hall organizing a bucket brigade.

Quote:
And you can imagine the exasperated vindication felt by the player who measured the meeting hall mid-encounter when I introduced the citadel at the very end of the session and it was clear that the Breachill's meeting hall - which was only part of its town hall - was somehow 3/4 as wide as the entire citadel...

The map was indeed quite large, with almost 20' long tables (!) for each council member.


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Renali is specifically cited as a translator for the PCs if none of them speak Elven or Mwangi.


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I'd allow you to make an Alchemy check to Recall Knowledge to learn about the creature, with a lower DC than normal since you have access to its corpse.


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PossibleCabbage wrote:
Claxon wrote:
But there's also nothing stopping your GM from providing class feats at every level up.
The one thing I'm interested in exploring is offering bonus feats as a narrative reward. Like if you were to help out an organization and they repay you by making you members (granting the dedication as a bonus feat), or the old hermit teaches you to make snares for helping him out of a jam, or after putting down the blight-corrupted wolf you can adopt the surviving puppy as an animal companion, etc.

These types of feats already exist in the Age of Ashes AP. Not as bonus feats, but as accessible feats if the party hits certain story beats. Even if you do grant them for free the character sheet already has space for this.


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I make lots of notes in my Adventure Paths when I GM, so I prefer to print out the PDF instead of marking up the physical book. I punch them with holes and place them into my campaign binder with everything else I need at my fingertips at the table.

Like NielsenE says, printing out a map page is easier than flipping back and forth during a game.

I also extract images from the PDFs to use as handouts for the players, or in creating item cards and things like that.

Bestiary pages for foes I expect the party to encounter are printed out and kept to hand during games also, though I suspect once the Battle Cards come out that will most likely stop.


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Mechalibur wrote:
I think Nketiah is the tribe's main interpreter, so she'd probably just repeat the story to the PCs in common afterward.

That is indeed her role. When I play this part I will simply say that she alternates languages as she speaks.

Cult of Cinders page 24 wrote:
“I am a linguist, a master of knowledge, custom, and the spoken word. If the rulers speak to someone who does not know our language, I translate."


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I ruled that the PCs could move at half speed while carrying or dragging an unconscious person, no matter their strength or the person's size. It worked out well enough.


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Steve Geddes wrote:
Is there any sort of "clipon" card sleeve (or similar solution) which would allow these to be displayed on top of a DM screen?

An inverted pawn base clips onto the GM screen quite nicely. Glue two of these together and you have a pretty good stand for displaying things atop your screen. These battle cards are thinner than pawns and won't fit snugly, but perhaps you can use the pawn for display purposes instead, and keep the battles card for yourself.

Franz Lunzer wrote:
I suppose a binder clip might do the trick.

I'd be concerned that a binder clip would be too strong and would damage the card. A clothespin might be better, plus they're much cheaper: my local dollar store sells them in packs of 40.


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First World Bard wrote:
As it's written, I believe you can have target A 30 feet in front of you and target B 30 feet behind you, and it still works.

That does seem to be the case, but probably isn't RAI. I think I'll run it at my table as everyone needs to be within 30' of everyone else.


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Rysky wrote:
Basically if you CritFail on Attack 1 you don’t keep the poison for your next possible 4 attacks (1 Action remaining this round and 3 next), whereas if you simply missed you could keep attacking and hoping to poison them.

As Rysky said, and I'll call out that there is the implication that once your Strike hits and deals damage the poison is used and the effect is done. If you miss you can try again until the end of your next turn, but if any Strike critically misses the effect is done immediately.


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Franz Lunzer wrote:
Marco Massoudi wrote:

Considering that this is coming out in 30 days, we should see some sample art soon.

I am especially curious for the stats side of a creature with multiple abilities.

For a (sort of) preview, this is the best image I could find online. I doubt the layout has changed much, and it seems to have the same text on the backside as the Sea Serpent in the Bestiary has.

That's gorgeous.


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One of these bad boys will hold about 4 sets of first edition pawns.


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Hi Sara Marie, I called last week and spoke with a CS rep and asked them to ship my Battles & incentive. I have yet to receive the order email. When should I expect that?


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If only the rules exclusively used the term species, like this article does, and not race.


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Adam Daigle wrote:
YawarFiesta wrote:
Is this hardcover?
Yep, it is! For the foreseeable future all books in the Lost Omens line are going to be hardcovers.

I hope this remains the case as hardcovers just plain look better. They're easier to display on a shelf, too.


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I am using them, but we don't want things to turn farcical so we are only using them when someone's AC is beaten by 20, which did happen several times in the Playtest. So far in one session this hasn't happened, but with the party only being level 1 this is expected. Criticals in my game are already dangerous enough due to house rules (the party's fighter did 44 damage on a crit with his guisarme that had Magic Weapon cast on it); using these cards as intended would cause too much havoc.

If things go well I'll be using the Critical Fumble deck similarly.


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TOZ wrote:
Quote:

If you're wondering how he eats and breathes

And other science facts,
Just repeat to yourself "It's just a show,
I should really just relax..."

Somewhere in the Starfinder universe is a Gizmonic Institute equivalent.


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SuperBidi wrote:
So, Fuzzy-Wuzzy answer is right, you can delay as long as it's not back to your turn, even if it means acting during the next round.

I don't see why not. If one of my players delayed and delayed all the way until their turn in the next round, then their character effectively did nothing for a round, skipping their turn. It would be the same result as if they "spent" all three actions to do nothing.


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Matthew Downie wrote:
You're not be taking away their character's agency, but you are taking away their actual real-life human agency, the freedom to do something they want to do: roll a dice while playing a game.

Only if the GM rolls for the player, which clearly not all GMs do, as evidenced in comments above.


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Quote:
Is continuity between editions, in regards to how mechanics and lore interact, important to you?

Not even remotely.


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Toblakai wrote:

But my china cabinet no longer has any more room, how do you all display (store) your mini's?

There are entire threads dedicated to this topic, it is best not to discuss it here.


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Having a higher constitution is helpful for Staying Alive, which is an activity characters are going to want to do for much of their career.


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This is why the following is in my House Rules document:

Quote:
Player characters are not ordinary people. They are adventurers, and thus each character should be ready to answer the call to adventure in order to help move the story along. Homebodies need not apply.

During session 0 I spoke with my players and told them that the expectation is that they'd not play the kind of character who just wants to sit around all day and do nothing. Downtime is one thing, but when adventure calls they're expected to pick up the phone. Otherwise what is the point of playing the game?


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I ran my first session of second edition this past weekend, and in this thread I will chronicle my experiences in case it is of help to fellow GMs. We play every two weeks so my updates here will be reflected accordingly.

The party:

Oan Wescran (an alias): male human fighter, a minor son of a minor noble family of Cheliax, in hiding from his family and the Chelaxian navy after being involved in the recent events in Kintargo, currently in hiding as a Breachill town guard.

Chiana Zataal: female elven rogue, former agent of the Aspis Consortium, on the run from Bloodcove after a failed sabotage mission involving her loveless marriage to an influential member of the East Mwangi Mining Company. Sold to the Consortium by her parents at a young age to pay off a debt, all she has of them is a medallion of her father’s: a medallion bearing the sunburst of the Order of the Nail.

Tendulkar: male halfling bard, escaped slave from a farm in Isger, dedicated to freeing his kin from shackles.

Jack Daw: male human druid of the Green Faith from the River Kingdoms, bastard son of the Stag Lord, raised by a giant talking Raven that may have been a permanently wildshaped druid, currently following up on rumors of a sibling he’s never met being in Breachill. Having grown up in the wild raised by a bird, he does not relate well to people but has a crow companion for company.

There are many house rules in my game, two of which are important to the first session:

1. I use Plot Twist cards from first edition as Hero Points. Players get one card per Hero Point. These are more for the narrative elements on the card as the mechanical elements are not exactly suited for second edition. Cards can be awarded to players for exceptional roleplaying or otherwise creating an awesome moment. Each player starts a session with one card and gets another if they show up on time and ready to play. I also can award one to players who keep me honest by reminding me of rules or other things I may have forgotten. These cards can also be used as per normal Hero Points. Cards not used in a session are returned to the deck and new ones are drawn the next session. I reserve the right to modify or deny the player's attempted use of a card in case it is overpowered or just doesn't make sense in the situation.

2. For critical hits the attacker only rolls damage once, then they add the maximum damage that a normal attack does. Example: an 18 Strength longsword critical hit would do 12+1d8+4 damage. This means critical hits always deal between 101%-200% of the damage that a normal hit does.

---------------------------------

Things kicked off per the adventure as written, with the exception being that Oan was on duty in the Town Hall and not an aspiring adventurer. The party had a difficult time extinguishing the fire, and spent most of their time fighting the mephit and helping people escape. Chiana pickpocketed a few people as she assisted them out of the building, obtaining some cheap costume jewelry as well as a locket with a tiny portrait of a handsome elven fellow in it (I plan on involving this fellow at a later point in the adventure). After the mephit was defeated they tried to extinguish the fire with buckets of water but by this time it was too large to manage, covering about a third of the chamber. Eventually Jack played a Plot Twist card (Best Day Ever – Everything works out just right) to have the roof collapse on the western side of the building and smother the fire. For his ingenuity in using a Plot Twist to resolve the problem of the fire I awarded him another card.

Once outside, taking stock of the situation and seeing to the wounded, Oan, being a bit of an anarchist, played a Plot Twist card (Tragedy – Disaster threatens to repeat) to have the fire flare up again from the embers, causing the eastern half of the building to ignite. Jack then played a second card (Schadenfreude – A flood threatens to destroy a foe’s home) and I ruled that one of the water towers in Monument Circle was weakened by the fire, causing it to collapse into the Town Hall, spilling its contents and extinguishing the fire for good. At this point Greta asked the party to track down Calmont, with Captain Wilford Lavendil of the town guard tasking Oan to escort the heroes and bring Calmont back alive for questioning. Warbal escorted the party to Citadael Altaerein, but remained outside as she waited on word about the fate of her tribe.

The party entered the citadel through the hole in the wall near the Court of the Nail. Fighting the graveshells, Oan scored a critical hit with his guisarme after Tendulkar cast Magic Weapon on it. He dealt 44 points of damage in one blow (24+2d10+4), slaying the final graveshell with ease (this would have killed it twice over even had it been at maximum health). The party then moved into the Records Room, with Chiana eager to find any information about her family that she could. The rats there put up a surprising amount of resistance, dodging past foes in the cramped hallway to get to the easier targets of Chiana and Tendulkar. Dangerously wounded at 1 HP, Chiana was able to escape danger as her companions slew the rats at last.

---------------------------------

That’s where we ended the session. We played for about five hours and the session was received well by both myself and the players. I look forward to seeing what these characters do in the future.


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It's $60 to Arizona, that's a bump of about $20.


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thenobledrake wrote:
Fumarole wrote:
As a certain GM is fond of saying to his players: "You can certainly try."

That phrase implies there is an uncertainty to the outcome that isn't there in your specific example.

You can't "try" to use Wild Empathy on beast any more than you can "try" to have your character propel them self through the sky by means of sustained farting.

I think you may be using a non-standard definition of the word try. My previous example would be the same result as a player trying to cast sleep on a foe that is immune to it. They can try it, thus spending the actions and spell slot, but it will never work. That's what I mean when I say try, and I suspect it's what most other people mean as well.


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Luke Styer wrote:
Dragonstriker wrote:
It’s double jeopardy; success on the check can be negated by “asking a poor question” in your setup.
Successful checks that are motivated or even negated by poor choices are endemic in the system.

Indeed, in my most recent game the party druid tried to use Wild Empathy on a foe, but he didn't know that it was a beast, not an animal, and thus it wouldn't work. Me telling him that he could not even attempt the action would be reducing his agency. It failed, of course, and I told him why. So even though he failed at what he attempted he still gained a bit of knowledge about the foe. It is vitally important in my game that players have agency to make poor decisions in the game. As a certain GM is fond of saying to his players: "You can certainly try."


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Ravingdork wrote:
Varun Creed wrote:
I have the players roll 5 times secretly (in a dice tower behind my GM screen), and I write down what they roll for when I need their results. :)
That's an interesting idea. Though I've heard of players gaming that system. If you can remember that you 4th roll was 20, you might make a take a useless Seek action on your third roll just so the real secret check you want to succeed is that natural 20.

See my method above for how to remedy this.


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James Jacobs wrote:
There's not intended to be a feeling of urgency. It's kind of a good thing if the party takes its time between adventures to do downtime stuff in town or at the castle.

I plan on having a lot of this in my campaign. I've never liked the notion of a PC going from 1st level to 20th in a manner of weeks or months; it really should be a lifetime progression.


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SuperBidi wrote:
Fumarole wrote:
One nice thing about using the system this way is that I can make a secret roll against one of their skills without their knowledge that a check is even happening, such as when they approach a hazard, so that they are not tipped off that something may be about to happen.

How do you handle conditional and temporal bonuses (and penalties)?

It's always what annoys me (as a player) with secret checks. I have to remind the GM all bonuses and penalties I have. And if he does them completely secretly, I'm certainly screwed of a part of them.

This hasn't come up yet in my game but I imagine I could write such bonuses/penalties down on the same sheet as they occur and cross them off as they expire.


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Both. My players roll 20d20 and record the results on a sheet that I keep. Also on this sheet are their modifiers for things like stealth, perception, etc. I refer to this sheet when a secret roll is called for and tell them the result. I then cross off the die roll used and use the next number in line for the next secret roll. They record their numbers in two columns of ten and I roll a d4 for each player to determine which column I start with and whether it goes up or down, so the players don't know which of their rolls will come up first if they happened to memorize their first few rolls. One player is really into secret rolls and asked me to roll the 20d20 for him and record them to better align his character knowledge and his player knowledge.

One nice thing about using the system this way is that I can make a secret roll against one of their skills without their knowledge that a check is even happening, such as when they approach a hazard, so that they are not tipped off that something may be about to happen.

You can see what the sheet looks like here.


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TheWanderingM wrote:

I have a question and maybe you guys can give me a heads up if anyone already ran it.

Reading through the adventure what is the motivation for the pcs to go through the gate in the beginning? Just because it is there, so the trigger would simply be curiosity?

Finding out if there are more dangerous creatures right outside this magical door in your new home should be plenty of motivation.

That said, if my party doesn't seem interested in investiagting the gate (unlikely) I will have Wilford Lavendil of the Breachton town guard ask the party to investigate what's on the other side in the interest of the town's security.


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Steve Geddes wrote:
You can if you know what you want to do, or you can wait until the email goes out and reply to that:

Thanks Steve, but I was looking for an official answer as I never received the email that went out last week, and I'd like to know if there is a time frame attached to this notification that we need to provide. I guess I'll call Customer Service to see what's up.


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BobROE wrote:

This is only going to be something players are going to know if they read the book.

If in area A they encounter twin A and kill him, then go to area B and encounter twin B, players are going to think that's how the adventure is supposed to play out.

They might even think the first guy wasn't actually dead after their first encounter.


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Not all APs will be suitable for all groups.


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Sara Marie wrote:
If you have a subscription, you should not be completing check out. Use it to calculate shipping by going through the checkout process just far enough to see what shipping is going to be, and then let us know if you want us to generate the subscription order. If you want to skip it, you don't need to do anything, (though it would be helpful if you let us know that shipping was the reason you are choosing to skip it).

This seems to imply that we have to tell you if we want this Battles subscription shipped. Is this correct?


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KutuluKultist wrote:
Pathfinder characters have neither teachers nor (narrative) reasons for the vast majority of their development.

Speak for yourself.


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Fromper wrote:

I haven't read all 500+ posts in this thread to see if this has been addressed yet, but I have to ask: Why are these books so expensive?

136 pages for $37 (or $35 in the case of the next one, Lost Omen Character Guide) is nearly twice the price per page of what Paizo used to charge for hardcovers in 1st edition. Compare to 256 page books like Ultimate Combat or Advanced Race Guide, which are only $45 hardcover today, and I swear I remember them being only $40 when they were new.

It has been discussed, at length, and I would advise you to go read those threads rather that start it all over again here. Long story short - these hardcovers are not monthly, and valuing the books at a price per page is a terrible way to go about it.


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I don't see this as ambiguous at all. Prepared casters can use a higher slot for any spell they know, and spontaneous casters can do so if they know the spell at the higher level. If the spell doesn't have explicit heightening benefits then the only advantage is making it harder to dispel.

CRB page 299 wrote:

Both prepared and spontaneous spellcasters can cast a spell at a higher spell level than that listed for the spell. This is called heightening the spell. A prepared spellcaster can heighten a spell by preparing it in a higher-level slot than its normal spell level, while a spontaneous spellcaster can heighten a spell by casting it using a higher-level spell slot, so long as they know the spell at that level. [...]

In addition, many spells have additional specific benefits when they are heightened, such as increased damage.


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BellyBeard wrote:
Tiny means they have to be in the opponent's square to attack, which is kind of clunky to keep track of.

Only if their reach is 0, which is not true for all tiny creatures.


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Saros Palanthios wrote:
Jinkins are Tiny, so they have a Reach of 0. Thus they can't Flank, however they can still use their Sneak Attack on you if you're Flat-Footed from another effect (and they're in your space).

They don't have reach 0 though. Reach other than 5' is called out in stat blocks. See other tiny creatures with 5' reach: aeon, cassisian, lyrakien, bloodseeker, cacodaemon, quasit and many more.


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You just have to fireball harder. After all, as the size of an explosion increases the number of problems it is incapable of solving approaches zero.


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A Jinkin doesn't have a reach of 0, so it can indeed flank per the normal rules. What's less clear is if a tiny creature with a reach of 0 (like a Demilich) can do so.


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What's this about a skyship mini?


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Diego Valdez wrote:

The auth has been unleashed. Folks should start getting their authorization emails.

The Pathfinder Battles are no longer part of this auth. We are looking closely at how the unexpected difference in size and weight will affect subscribers. So we will be doing them separately. If you get your email confirmation and it doesn't have the Battles don't be surprised. I will be updating the OP to reflect this.

Does this mean the Battles products will ship at a later date?


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Talk to the Venture Captain for your area. If that doesn't work, use PFS to find good players and recruit them into a home game.


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Quandary wrote:
The GM only gives it to you to meet metagame expectations anyways.

Speak for yourself.


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It stops on its own eventually.

CRB page 621 wrote:
Persistent damage runs its course and automatically ends after a certain amount of time as fire burns out, blood clots, and the like. The GM determines when this occurs, but it usually takes 1 minute.


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Here is another file of six magic items.

Magic item cards 2


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The upcoming Battle Cards might be what you want, for Bestiary monsters at least. I will be making my own cards for anything not included in that product (items, NPCs, etc.) and have already started sharing some in the community content thread for Age of Ashes.

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