Vesk

Gwaihir Scout's page

Pathfinder Card Game Subscriber. ** Pathfinder Society GM. 403 posts (406 including aliases). No reviews. No lists. 1 wishlist. 10 Organized Play characters.


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Henro wrote:
Saldiven wrote:
It would be similar to walking around and randomly swabbing people with one of those test swabs to see if the person had been handling explosives recently. Nobody would be comfortable with you doing that, despite the fact that the swabs are completely harmless.
Extending the metaphor, these test swabs also cause the bombs to explode and kill you if you do happen to carry any.

Clearly, we need to make false positives for alignment damage now.

Mwahahahahahaha!


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MaxAstro wrote:
I also missed the ruler function from MapTool; having to count distances square by square felt like a step backwards.

Try holding down both mouse buttons and dragging.


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This is why dwarves got the idea to put returning runes on their hammers.


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I like the idea of spending a hero point to get the card of your choice.

I liked the markets of Mummy's Mask, not only for the extra chance to get a good card, but also because it gave more incentive to spend resources to get cards you didn't care about but could use for trade fodder. I can see how an extra thing to do at the end of the scenario could be too much for a lot of people, though.


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What are you, crazy? That's what an LG abolitionist would do, and Double C is CG!

Seriously, it's probably fine.


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For sound effects: Syrinscape, fed into a virtual audio channel I pipe through my second Teamspeak client. Anything else I need I get from Youtube and play through the same channel.

For voices: MorphVox Pro.


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Fantasy Grounds has a Teamspeak server, but Discord works well, too. Teamspeak has better tools for me, since I use a second client for sound effects and sometimes swap over to a voice morpher. Last time I tried that in Discord switching away from the voice morpher didn't work.


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So, there's discussion in the GM thread for The Dead Roads about the planar traits of the Boneyard and what its timelessness means if you decide to use it. I'm not concerned about that right now, but it's still on topic here.

I'm thinking about what other things PCs have that may be different. The player's guide warns about the lack of animal companions, but there are other abilities that should work differently.

For example, I'm going to have a player play a haunted bones oracle. I plan on having the haunted curse simply not function while they're in the Boneyard, since the spirits wouldn't have followed him getting blasted into the Boneyard. (He can keep the cantrips the curse gives.) Plus it'll be fun to see how he reacts. His first level revelation is effectively speak with dead (after I dropped the hint that controlling undead would be less useful at the beginning than he thought), so that's also in a weird place. I'm going to let it work since the spell says nothing about interacting with the body's soul, and I need to let the player have his abilities.

Any other weird spirit-related abilities that can be changed in interesting ways?


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Yewstance wrote:
Gwaihir Scout wrote:
The Staff of Minor Healing caused a bit of an argument in my game over the weekend, with me saying that the way the text is written means you shuffle to heal after recharging the staff, while the ACG veteran couldn't believe that that was the intent.

That surprises me; some older rulebooks even used the old Staff of Minor Healing power (though the card isn't referenced by name) as the literal poster-child of doing things in the sequence they are listed on the card.

Mummy's Mask Rulebook, Page 8 wrote:
Always perform the first action required by a power before performing any other action. For example, if a card says “Recharge this card to recharge a card from your discard pile,” recharge the card you’re playing before recharging the card from your discard pile.
That rule never changed so a veteran player's historic rule logic should still hold true that you recharge the card and THEN heal yourself.

He wasn't arguing against what the card said; he thought it was an oversight in the writing.


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The Staff of Minor Healing caused a bit of an argument in my game over the weekend, with me saying that the way the text is written means you shuffle to heal after recharging the staff, while the ACG veteran couldn't believe that that was the intent.


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I would say it's purely protection from hp damage. "This is a negative energy effect" means that death ward protects from it.


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Fuzzy-Wuzzy wrote:

Not a problem; every 24 hours I take one half-full waterskin, empty into another one, and guzzle down the resulting full waterskin. My encumbrance spikes for a moment, but I'm in camp so who cares?

Note that this technique can be generalized to carrying N waterskins each (N-1)/N filled with water. Each day you pour 1/N of a skin from the last waterskin into the first non-empty one, then guzzle the resulting full skin. Lasts you N-1 days and you only ever (between camps) have N*L encumbrance at most!

Well, this adds a new spin on the classic "How long does it take you to cross a desert if you can only carry X days of supplies at one time?"


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We ran into a similar situation last night with a caster wanting to use a cantrip with a saving throw (electric jolt or something) against an invisible creature we knew the location of.

We looked around and saw nothing that would prevent the spell from being used against the creature, as long as the flat check succeeded.


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It's an exact copy of how it was (including everything that was in it) at the time it was dedicated to Pharasma. It's just the nature of the Boneyard to duplicate tombs and the like once they're dedicated.

This is, admittedly, extremely weird when you consider that the spectre in the crystal was duplicated as well.


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JamesMaster wrote:

My last stab at giving an example to clarify my point would be this. I live in a very rural area. I know plenty of people who are great in the woods. They can point out fox tracks and deer runs that are almost invisible to me. But, put them in an electrics shop in NYC and they get totally hustled. I just think there should be mechanical reflections of a character type like this on the sheet because it goes to the heart of who the PC is. That said, the circumstantial penalty suggested above seems like it would help account for this.

If you want to simulate this, you could get rid of Perception entirely and have everyone roll Nature to be perceptive in a rural environment and Society to be perceptive in an urban environment.

Do some more work and that could make an interesting house rule. Bad simulation for separating book learning from practical experience, but nothing's perfect.


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I'd love a centaur that's actually playable.


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I think you're reading your knowledge of PF1 into an imagined gap in the PF2 rules, when in reality something like that would be explained if it actually existed.


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Makes sense, especially with these being higher level abilities then bravery.

I think I just had it in my head that bravery meant you were immune to frightened 1 for some reason.


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That's my first thought, too. But Bravery says anytime, so is it really any time?

Basically I'm not sure where the priority lies between an ability that claims to work all the time vs. an ability that says you can't do something.


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A fighter's Bravery feature says, "Anytime you gain the frightened condition, reduce its value by 1."

There are other effects that give the frightened 1 condition and say you can't reduce the frightened condition below 1. See the bard's Dirge of Doom or the wizard's Dread Aura. There are probably monster abilities that do the same thing.

How do these interact?


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1) They're level 2 because rogues can become expert at level 2. They get skill increases every level starting at 2.

2) They wanted to put the monster rules in the Gamemastery Guide (arriving Jan-Feb next year), I believe so they wouldn't feel obligated to republish them in every Bestiary. In the meantime we have to take similar monsters and adjust them to fit.

3) I think NPCs built like PCs are the same level for XP as their class level. Not sure. There are humanoid enemies in the bestiary you can modify or you can build them like PCs.

4) NPCs like the Goblin Warrior use the stats they need to use for their role and level, so it doesn't matter how they got there.


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Wouldn't this just be a list of everyone? :P


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I'm strongly reminded of the first book of Spice and Wolf, where there was a scheme based around rumors of changing value in a country's currency, and people buying up a lot of the coins to get favors out of the king. Could be a good intrigue plot in this game.


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Matthew Downie wrote:
But you should take into account the chances of adventuring getting you killed. If there's a 1% chance per day of death, then on average it will take 100 days of adventuring to kill you.

Pfft. Only other (stupid and less handsome) adventurers get killed. I'll be fine.

Math Aside:
At that rate 100 days of adventuring has a 63.4% chance of killing you. 99% chance of surviving to the hundredth power is 36.6%. You hit a 50% chance of death on the 69th day, and it takes 459 days to have a less than 1% chance of survival.


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This is the one where you have to rescue people from grioths and end up with henchman proxies clogging your hand. Since you're all at the same location, keep playing Hot Potato with the proxies. If they're not in your hand at the end of your turn, you can draw your normal number of cards. Of course, by the end of the scenario you'll have n+1 proxies, so everyone will be stuck with one card less, but keep passing that extra proxy around and it'll make a big difference.


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This change makes the auction rules for the scenario apply to boons that you encounter because you defeated a barrier (of which we had three in my game last weekend). Was that intentional, and does it matter if it wasn't?


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Fun math: Once adventuring starts bringing in more than 36 gp per hour, it is no longer worth it to pick up copper pieces, assuming it takes 1 second to pick up 1 cp.

Of course, what you want to waste your free time doing is up to you. You're not making money at that rate (1 cp per second/288 gp per 8 hours) with downtime without a critical success at a level 20 task with a legendary skill.


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You'd heighten it so higher-level darkness spells can't stop it.


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pauljathome wrote:
DarkOne the Drow wrote:
People from different regions of the world have different norms of comfort

Its not just where you're from. When it is in the year matters a lot.

In the fall, when it gets down to <insert arbitrary temperature> then it feels COLD, people put on their sweaters and jackets, etc.

In the spring, when it gets UP to <identical arbitrary temperature as above> then it is WARM or even HOT, people go out in shorts and T shirts.

Same place, same people. The direction the temperature is moving makes a huge difference.

Yeah, living in Wisconsin, 40 degrees F in early fall is really cold. 40 degrees F in winter is T-shirt weather.

It's going to be weird thinking of dryads as a type of nymph.


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Malk_Content wrote:
Gwaihir Scout wrote:

The Unity version looks like it will have a nice set of resources to create maps.

As for the monster designer, no, that's more the purview of Hero Labs.
But would be able to implement those monsters easily?

Can't answer that until we see the ruleset. But for PF1, it parses the monster's attacks, AC, saves, resistances, and some other stuff automatically for you (and I expect the same from the PF2 ruleset). Things like breath weapons I have to manually code. Spells get parsed with mixed results. Spells that are pure damage or inflict a standard condition usually get parsed properly, but more complicated ones need manual work.

There's a user-made extension for PF1 that lets you just drop a text statblock in a box and it codes the monster or NPC for you. I expect someone will come up with one for PF2 eventually.


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The Unity version looks like it will have a nice set of resources to create maps.
As for the monster designer, no, that's more the purview of Hero Labs.


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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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