Vesk

Gwaihir Scout's page

Pathfinder Card Game Subscriber. FullStarFullStar Pathfinder Society GM. 372 posts (375 including aliases). No reviews. No lists. 1 wishlist. 10 Organized Play characters.


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I prefer PF1's hero points to the playtest's. I like PF2's bit about using all your points to save yourself from death, that part I'm keeping for sure.

I may use the Strain/Injury (homebrew) rules, but that'll be after I see how healing works.

Of course, I probably won't even be running a PF2 game until we finish Tyrant's Grasp, so....


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I love the "about a week" phrase on the blindfold. It's a perfect fit for the kind of person who'd make or wear this item. I can just see the shrug of the shoulders and the "whatever" expression you'd expect to see on someone who's sociopathic enough to wear this thing in public.


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I've seen a monk hit a confused barbarian and then kite him. It was hilarious.


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Here's a list of 50 mostly minor effects I came up with for my PFS spellscar oracle.
61-110, I guess?

My favorites are "Caster must respond to everything in rhyme," and "Caster's mother uses a sending to complain that she doesn't have grandchildren."


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Yewstance wrote:
Harrow Blessings all have the Veteran trait.

So they do, as do all the level 1 and 2 core blessings (but not level 3, for some reason).

OK, then I suppose the only cards you wouldn't remove are those you haven't been able to acquire for your deck yet.


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I'm curious what boons people decide to keep in the vault as they get to higher adventures. Blessings are obvious, especially for Crimson Throne where all but maybe two are level 1. You couldn't even play the game if you chose to remove those. What about the core level zero blessings with no hour powers? Any other niche cards that are better in the vault than in your decks?


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Hey, there's two of us just starting with the new Core Set and we'd like more people to play with. Saturdays at 10 AM at a local game store. Message for more details.


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Roswynn wrote:
Is there a way to bookmark not the whole blog but just your post?

You can click on a post's timestamp, and that gives you a link that takes you directly to the post. Glad you found it helpful.

You should see if the Hornblower or Aubrey-Maturin series are translated into Italian.


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Let's see what I remember from reading Hornblower.

Reefing means shortening your sails by folding or rolling them. Lowers your speed but also reduces strain. Balancing speed vs. strain is really important with sailing ships. The courses are the biggest, lowest sails on the masts, and the topsails (or tops'ls) are the ones right above them. Above that are topgallants (t'gallants) and royals if your ship has them.

Foretopmast is the second segment of the fore mast. Where the tops'ls hang.

The mizzen boom is like a side arm on the rear (mizzen) mast, I think with a staysail (attached to a stay, a line running fore or aft from a mast), and jibbing it just means moving it to the other side of the ship. Since it was presumably tied down, the storm had to rip things to move it.

The crosstrees are where the shrouds (lines that support the mast) meet the mast. Probably near the tops (platforms on the masts, where topmen hang out). So decently high for the whale to reach.

"On the beam" means the waves hit right on the side of the ship. Very bad. You want to steer into waves.

Confirmed some of this with the internet, but it's confusing stuff.


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Cori Marie wrote:
I think the funniest part was Jason mishearing Orphan when the character was introduced

Yeah, that was almost a Pirates of Penzance gag.


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Why am I so excited about variant rules before the regular rules are even out?


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You guys have clearly run out of things to talk about, so it's time to give the blog slot up for PF2 previews.

Spoiler:
Quinn looks cool and I'll probably use him on my first CotCT game.


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And it's an extra $5 off the Fantasy Grounds version!*

*Not that it matters since I'd be buying both the PDF and FG versions in any case.


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I normally go for the 20s/30s, but in Mummy's Mask, I'm playing a Pahmet dwarf who's an uncle to most of the rest of the party (all dwarves plus a related oread). He was experienced at clearing undead out of tombs, but he also needed to be 1st level. So I had him run afoul of wights and get drained, get saved by the spirits of his ancestors, and now he's a Speaker for the Past battle shaman.


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Looks great. I'll pick it up when it's actually complete in 2030.


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Luis Loza wrote:

Time to move along, everyone. If you would please follow me back into the Broken Lands discussion. Right this way.

Hey, those Aldori and their swords! Who’s excited to play that archetype?

I played an arcane duelist in Kingmaker. I would have loved this, because there was no way I was taking that prestige class as a bard.


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The fake puzzle is hilarious. Even better because the other puzzles in the AP will have conditioned people to just start solving it.


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Is that supposed to be Casandalee's holy symbol? Not a fan, way too busy.


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That single change to make Strike two actions fixes a lot. It's pretty close to the standard rules that way, although you can now take three move or multiple swift actions. Not sure who could make use of multiple swifts. Quick Draw becomes almost worthless. Envoys (anybody, really) would love it on any turn they're not attacking or doing any other previously-standard action.

I think that's at a point where I can patch any problems that come up. I'll run this by my players. It might just cause confusion since you have to remember standard = two actions, or it might click better. Worth a shot. Thanks.


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I got to the Envoy improvisations and realized that this just wouldn't work. Oh well. Thanks for the discussion.


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On the gripping hand, since old-school multiclassing doesn't exist anymore, it's a little safer to front-load archetype features even for a class that doesn't have much to trade out early.


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I'm running Starfinder for people who aren't really gamers, and they're constantly getting tripped up over move vs. standard actions. I think the three action system from Unchained and PF2 would be great for them, not to mention add a little sorely-needed mobility to the game.

The thing I'm getting most stuck on is how Starfinder changed full attacks. I'm not sure if I should fully convert to the Unchained version and just accept that more damage will be dealt out or try to patch on a "you can only attack once per round unless you take this penalty" rule. The other issue is the class features that add attacks, like Soldier's Onslaught.

Maybe the best thing is to only allow multiple attacks per round if you make a full attack, which is all three actions.

Has anyone done this who can offer advice?


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I was really pleased to see that "spoiler." Arcane Trickster is my favorite archetype (in the literary sense) to play.


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They never announce things before they're really ready. The guy who did the Playtest version was really on top of things, so I expect a—bare minimum—version that does the basic calculations within a week or two of launch, if not Day One.


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Off-topic question for those who use Charisma for Will saves in PF1: What do you do about the Circlet of Persuasion?

Circlet of Persuasion:
This delicately engraved silver headband grants its wearer a +3 competence bonus on Charisma-based checks.


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Darn it, now I want a goblin-dictated version of the entire rulebook.


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All XP is divided among the group, including story awards. If it says give to 600 XP for a story award, each PC in a group of 4 gets 150.


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There's a nosferatu that appears in both Curse of the Crimson Throne and Carrion Crown, although the order doesn't matter as long as he survives both.


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The Fantasy Grounds versions come with high quality maps already, but I'll probably use these when I need versions that hide the secret doors better.
Nice work.


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It looks like my session zero will be the day before this becomes available to non-subscribers. Any info that you could give me to help guide my players during character creation? How social is this one? Will sneakiness and enchantments/illusions be useful? Any good NPCs to have a pre-existing relationship with? etc.

Thanks in advance.


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They've been on top of Return of the Runelords and Tyrant's Grasp, so I'm sure that will continue. There may be hiccups getting the PF2 ruleset up to full speed that could effect the AP modules, but I'm sure it won't be too long before a workable version is available.


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I'd bet you're talking about the mirrored numbers puzzle. I've seen that one multiple times in puzzle games.


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There's a deck of illusions in K9 that could use replacing since there was one in the first volume. I can't come up with anything artwork-themed that would work for around the same value (8,100 gp). Perhaps a candle of invocation (8,500 gp) could replace both the deck and the 400 gp box it came in.

There's also a cloak of arachnida (14,000 gp) in K8, which few PCs will choose to wear after being given cloaks of resistance +2 at the end of the last volume. Other things that could be mistaken for rags are a monk's robe (13,000 gp), a vest of the cockroach (16,000 gp) for rogues, or even gloves of dueling (15,000 gp) or a tan bag of tricks (16,000 gp).


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I'll be comparing Wizard/Rogue and Rogue/Wizard before I choose.


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Here they are.


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I came up with a decent SHODAN-inspired one with MorphVOX. I'll post some recordings later.


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Quote:
"Ezren!" Valeros's voice rose, hitting the octave of a man at least partially on fire.

Bravo.


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I kept them easily salable on the basis that the black market would be much easier to find anywhere that wasn't Starfall. It's rarely worth messing around with the game's economy. Certainly shouldn't make timeworn so relatively easy to fix. Think of them as wands.


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It took Aroden a few centuries to stop directly interfering. Even after that, the last thing we need is an enormously more powerful Whispering Way.


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Elter Ago wrote:

First, no spoilers please! I don't want any details.

From what you have read of the first book, how well are the social situations set up? My concern it that it could end up being too much like Carrion Crown.
I understand CC was going for a creepy unfriendly vibe. However, we came to hate almost every NPC so much that we were seriously in-character considering just letting the bad guys win. We were just going to help the few decent people escape and leave. The only way we could complete the AP was to seriously meta-game and choose to keep playing just because we players wanted to do so. There was no in-game reason to help almost anyone encountered. I don't want to slog through another one of those.

I ran Carrion Crown. Not many social similarities at all. CC was investigation-focused. In The Dead Roads, there's one major (but short) social section where you have to inform a town about something, the rest is minor NPC interactions to get information or help/get help from somebody en route to your goal. Usual stuff. The later books don't seem very investigation-heavy either. But social stuff always depends on the GM.


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I think you're supposed to find the proper order of the symbols first (1234) and use that sequence, not the original sequence.


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There's an elevator in the pumping station that takes you to the recreation deck's water supply.


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Ah, that's not how I read the archetype the first time. In any case,

Spoiler:
the body is still there when it shouldn't be, so
it's not a loose spirit. Plenty of wiggle room there.


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Spoilerish Answer:
From what I understand, the PCs aren't actually dead, they just ended up in the Boneyard because Something Went Wrong(TM) with the superweapon.


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Hope you like TPKs. I ran him unchanged against a party of five and he still dropped two of them.


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Are we there yet?

My group is finishing Iron Gods (starting book six this week), and we decided to do Tyrant's Grasp next. The timing will be pretty much perfect and I'm looking forward to this, especially after that book six blurb.


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Not an Engineer

You're a professional, and make that fact very clear to those who expect you to diverge from your field of expertise.

Benefit: When given an order to perform a task not related to your field of expertise, including magical compulsion, you can spend a Resolve Point to attempt an Intimidate check (DC = 15 + 1-1/2 x the level of the order's source) to refuse to obey it.


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I will repeat my elsewhere-stated lament about the misuse of the term "forensics." Ah well, another thing we can add to the list to blame on CSI.

Goblin Song being a feat is both hilarious and terrifying.


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The adventure text says that the ghost mages (Event 5) cast resist energy twice before emerging. They do not know this spell.

Would the resistances even stack with the resistance against everything they already have?


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We'll need to get used to cold iron actually being expensive.

If this wasn't a playtest, I'd let him go for a +2 cold iron weapon under these conditions, but since it is, it'll be a to-the-letter interpretation.

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