The critical failure on spell saves is probably the first rule I'd remove from a game I GM. Those sorts of effects always disproportionately affect PCs, and I've never seen a fumble system that increases fun for the players. Leave that sort of thing for games like Blood Bowl.
EDIT: Honestly, in general, critical failures - especially when tied to chance of success - have the effect of discouraging players from trying heroic, low odds things under duress, which is another thing I don't want. Just really not a fan of this system in general.
If the player has to pre-prepare the stat block, it becomes just another vector for min/maxing rather than any kind of flavorful chaotic randomness.
I mean just the ticks and burrs alone...
I'm padding out the content of the adventure to put it on the medium XP track instead of fast, so my plan is to have a lead from the fishery take them outside of town to a nearby village for a couple days, then they can come back to Les Miserables barricades already in progress and have it make a bit more sense.
Mort the Cleverly Named wrote:
It seems pretty clear that the intent is that you shouldn't just drop the vigilante class in as a regular option for every game:
So yeah, in a game where there's no story impact or importance to the presence of the vigilante as character-with-secret-identity, then there's not necessarily going to be much of a reason to care if the identity gets out. The book pretty much tells you to not even use the vigilante in games like that, though.
I would, personally, rather let the consequences of the secret getting out be mostly in my hands as a GM rather than a particular mechanical representation that might not reflect what's going on in any given game.
Mort the Cleverly Named wrote:
If Luke Cage doesn't have a secret identity that needs mechanical representation, then by Pathfinder standards he should probably be playing a brawler.
Jack of Dust wrote:
This was literally just fixing a typo; check their bestiary entry, they were always supposed to be 20.
I'm not sure about that one, or if it is really going to affect the gameplay the way you want it to.
I feel like if my characters care about the plot, time sensitive events, etc., the last thing I want to do is force downtime on them. If I'm already trying to create a tight narrative event with players racing against time or whatever, deaths even using the normal rules already kind of spoil that tension, and it seems like adding extra downtime from deaths on top of that would lead to a feeling of 'we've already failed, might as well give up' as soon as someone drops.
Or they decide the downtime is too punishing narratively, and push on without the dead guy, meaning you have the age-old 'player with nothing to do while everyone else has fun' issue.
Random idea that struck me upon reading this thread:
Every time you die and come back, the GM picks a new flaw (with no offsetting trait) for you based on the circumstances of your death.
Killed by a fireball? Now you have the "Burned" drawback. Etc.
That way you get an annoying mechanical drawback to getting killed that's probably not going to be big enough to drive you to a new character, and it's also tied into the ongoing narrative.
That's not really a relevant comparison, since Share Spells has explicit language that allows it.
Actually, I think the easiest way to kill one is to herd a rhemoraz into the mindscape, let it fail it's save and then calmly walk up and lay down to be eaten. The heat ability will do 8d6 fire a round as long as it stays there, which should be enough to overcome the fast healing.
If the remorhaz is calmly lying there, it won't be doing any fire damage.
The effect lasts until just before the warrior's next turn would start. "Effects that last a certain number of rounds end just before the same initiative count that they began on" is not particularly ambiguous. The effect begins on the warrior's initiative count.
The full round action nature of it doesn't change the fact that it starts on the warrior's turn; he could, for example, take the full round action to Dazzling Display, then take a swift action afterward, which clearly would be happening with the demoralizing effect already in place. I think that should make it clear where you start counting.
Kahel Stormbender wrote:
RIGHT before the part you bolded:
"Taking 20 takes 20 times as long as making a single check
There's no ambiguity there. It's always 20x longer than the normal action. The "usually" is because most skill checks are 1 standard action, not because it's "usually" 20 times longer.
Walking to where someone else is making their opposed check against you is not part of the time it takes for you to make your check.
Do you think there will ever be an official change to bring sorcerer's bloodline bonus spell progression in line with every other caster, or is that too big a change to make at this point? It's kind of a bummer thematically to have, say, a fire sorcerer and not have your bonus fire spell until 3rd level, etc.
A class being called "water kineticist" does not mean that any conceivable power that interacts with water/ice in any way fits them thematically. The swim thing makes great thematic sense - they use their kinetic powers to make the water push them around rather than swimming themselves in the traditional manner, and they get it early because it seems like one of the first things you could do with that kind of power. Turning water into something you can breathe*, which is the only way that using kinetics to get water breathing makes thematic sense, sounds like a much more difficult thing to do.
Meanwhile the air guy just needs to use his air moving powers to move some air near his head and hold it there. Seems like it should be much easier for him, right?
There is no theme problem here at all, assuming you look past the word 'water' and examine how the class is actually meant to manifest its powers in-world.
*presumably by continuously manipulating the water around his head into a perfluorocarbon that allows liquid breathing.
This is basically what I do, with the addition that I let them identify a monster's type with a flat DC 15 if the monster is harder than 15 to identify specifically.
I don't think he would lose his inquisitor features any more than he would his cleric ones. Inquisitors don't have a code of conduct/class-power-loss class feature. Changing his class to inquisitor is a good call I think.
As far as seeking revenge, when he got away charm-free in my own game, he didn't seek revenge. He's smart, long-lived and they already beat him once, he can afford to start over somewhere else and keep playing the long game, rather than risk getting killed in a revenge attempt. I'll probably make him a recurring antagonist in as many campaigns as he keeps surviving.
Remember that the module does not expect the party to be able to teleport back to Sandpoint right away. If they don't just sit around for a bunch of time in Magnimar, they should be fine time-wise, though I wouldn't let them know that. The uncertainty of when the giants arrive should be enough to keep them from dawdling. A day or two to sell stuff and check in with the mayor on their previous mission, etc., on top of the regular travel time shouldn't be something to be punished.
Jacob Saltband wrote:
For my groups, the only system we use point-buy for is 4e, and we don't really ever play that system anymore - just one game that's wrapping up and hasn't had a new character in ages. Every other chargen method we use involves at least some stats being rolled.
Kestral: you're also making the assumption that you can treat the magic item costing guidelines as a hard and fast rule, which they explicitly say they are not. Continuously usable fabricate gloves pretty obviously fall under the same "DM says hell no" clause as the continuously true striking mace in the example of magic item costing that they give.
Buri Reborn wrote:
But games spend significant time at all those in between levels. If spellcasters are now more powerful at 5th level with a certain option in play, then for those X months of game time power creep has demonstrably occurred. As a DM you have to care about how the game plays the whole way through, not just for the final encounter when they've hit whatever the maximum level for your campaign is going to be.
Buri Reborn wrote:
So your argument would be that vertical growth/power creep can only happen at level 17+? I disagree.
Buri Reborn wrote:
Vertical growth doesn't mean "has to be more powerful than the most powerful 9th level spell". A first level spell that's more powerful than other similar first level spells would also represent vertical growth in power, for example.
Reflecting on all the additional NPCs I added, as our final session is this weekend. Most of them were to tie in with things about the party members:
The most complicated set of NPCs was to handle the Nemesis story feat the half-drow inquisitor took at 3rd level after Tsuto had escaped (knocking him out with a roundhouse kick on the way). I think he expected me to use Tsuto as the nemesis, but I decided to go a different direction since I didn't think I could count on Tsuto escaping twice and it didn't make sense for him to do anything besides join Nualia. As this adventure takes place before Second Darkness, I used a series Winter Council agents who tried to hunt him down over the course of books 2-4, culminating in a big fight on the Storval Stairs, replacing the hill giants that were there. Their leader was an archery-focused inquisitor named Haras. I also got to work in a fun betrayal thing when one of the player's old college friends was visiting and wanted to be a guest player for a session; he was more than happy to act as a plant for the Winter Council in the group, and while he didn't succeed in killing anyone, he did escape and got to make a re-appearance for the end of the side story as well.
The Varisian ranger had her brother turn out to have settled down in Turtleback Ferry, with his new wife and a casino tattoo on his arm, which made that whole plot line a little more personal and fun.
For the Shoanti paladin, I decided that Nualia's Shoanti bodyguard Jagen, mentioned as having died in area E3 of Thistletop, was actually still alive and had been an exile from the same quah. They had a nice little confrontation and it gave me an excuse to put a magic earthbreaker in for him.
I didn't have to add any NPCs for the tiefling witch, but I repurposed Yap from book 3 to be the faerie dragon he got via Improved Familiar instead of a pixie, as written, and I decided to make the ice devil Gamigin his distant ancestor, as he had conveniently made himself sort of blue and frosty anyway.
Others that weren't directly tied into this game:
We're running Jade Regent (just finished last weekend) in the same group as well, so I had cameos and references to what the PCs and NPCs from that adventure were doing 5 years earlier throughout the early part of the adventures. I only let the PCs who were dead actually appear on screen, but I did have Koya and Sandru both play roles in addition to Shalelu and Ameiko who are already part of the adventure. My one regret here is I didn't retcon Nualia's baby daddy to be the womanizing rogue-samurai from the other party, which would have been in character for the way his early personality was, before he toned his act down as things got more serious in JR.
They ended up going all the way to Janderhoff to chase down details on the Vekker's expedition, so I added a calculating, clever dwarf merchant lord from one of the sponsoring families (don't have the name handy, it was Thor-something), who got them to concede that they'd give him the directions and details about how to get to Xin-Shalast after they returned in exchange for the details on their expedition.
Late in the adventure I added a captive mercane in Xin-Shalast, the Magnificent Merchant Venendolio Rendendosti, who was a LOT of fun to roleplay and gave me an opportunity to stick in a bunch of silly references to other games and settings in the stuff he had for sale. The party ended up buying the deed to the original Bazaar of the Bizarre in Lankhmar from him, which is where I think they are planning to retire after the adventure is over.
There were a few other minor ones but those are the main batch.