Daughter of Imerta

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Pathfinder Adventure Path, Campaign Setting, Companion, Modules, Roleplaying Game, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber. FullStarFullStarFullStar Venture-Agent, Minnesota—Champlin 203 posts (204 including aliases). 11 reviews. No lists. No wishlists. 18 Organized Play characters.


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Sovereign Court *** Venture-Agent, Minnesota—Champlin

Am I reading this correctly that if I play a level 8 playtest character and want to apply the credit to a brand new, completely unplayed character that I CANNOT hold the chronicle until that unplayed character reaches 8th level? I MUST reduce the credits to 720 and apply it to them immediately?

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I generally liked this book. I was hoping for options like ways for your character to become a construct over time--piece by piece. Or something that lets you merge with a construct similar to the Synthesist Summoner. Of the archetypes included, there are a bunch of bad ones, a few moderately interesting ones, 1 that is horribly written as to be contradictory (at least, it seems that way) and a couple that are actually pretty good. The Construct Saboteur gives some good options for rogues.

The shining star is the Voice of Brigh bard, though. It's 12th level ability lets you use bardic performance to heal and control any construct that has been deactivated/killed--healing it of HP equal to your level per round. While performing, you can give it orders and it must obey you. If you manage to heal it to full, it must follow your orders for 24 hours. After that, it returns to its original programming. What a fun option for a construct heavy campaign like Iron Gods! (and, yes, I'm playing in one of those at present, so I really want to find a way to switch characters) It's unfortunate that you don't get this amazing ability until 12th level, though. I think a better option would be gaining this at 5th or 6th level in such a way that you're limited to a round per level of control. Then, upon reaching 9th level having it switch to a minute per level maximum. And at 12th level increasing it to an hour per level. Possibly changing it to 24 hours or a day per level when you hit 15th. I think all of that would drive home the significance of Brigh as patron of constructs. Oh well, it's still bound to be fun for anyone that gets to play it at high enough level.

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Souls At War wrote:
anything useful for "Constructs as PCs"?

Sadly, no.

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Most of the archetypes are just okay, but 2 stand out: Construct Saboteur and Voice of Brigh. The Construct Collector archetype is really confusing. It seems to contradict itself.

I REALLY want to play a Voice of Brigh in my Iron Gods campaign, but I'm presently the only front line fighter.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Those look great! What did you use for the Ksarik?

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dracomicron wrote:
James Krolak wrote:
James Krolak wrote:

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

I seem to recall that the number of possible turrets is determined by the frame of the ship, and you can't really just slap turrets everywhere.

Yes, but a Medium ship can have 3 turrets, which is way more than you see on any of the ships in the Guide--and is more than enough unless you somehow have 4+ gunners. Here's the text from the CRB:

Tiny and Small starships can have only two weapon mounts per arc (and per turret). Medium and Large starships can have only three weapon mounts per arc (and per turret). Huge and larger starships can have only four weapon mounts per arc (and per turret).

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Man, it is a challenge to find all the little changes throughout the Guide. I'm literally looking at the old one and the new one side-by-side going one page at a time looking for what headings and paragraphs don't like up the same. It sure would be nice if changes would be highlighted in red like in Additional Resources.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

James Krolak wrote:

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

I take back my praise of the changes to the Drake. In comparing page for page with the old guide, I can find only 1 or 2 changes. The Tier 2 is an improvement, but you should have continued that emphasis upon turrets for all the higher tiers, as well. Anything that isn't all that maneuverable should have more emphasis upon turrets.

For that matter, when I upgrade or build a ship in our Dead Suns game, I just strip off all other weapon mounts and put the 3 biggest weapons I can in turret mounts. And crank up shields as high as they'll go. Forget about AC, computers, sensors, and the rest as they aren't worth the points.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Glen Parnell wrote:
@James Don't forget that the Legacy Race boon gives a +2 to one of your stats that is under 16, and that boon is the only way you can have that on an Elf, Half-elf, or Gnome.

Sadly, the GM boon I got from a charity auction doesn't have that +2 text in it. The ones you can earn by playing certain scenarios do, however.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

That new starship option is really bad at tier 2, but it actually gets a lot better as you go up from there. I also like the changes to the Drake. Previously, I would never bother with it, but I might actually argue in favor of it after this. Both are still not anywhere near as well built as you can make a ship by the rules, but they're improvements.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dang. I haven't even had a chance to make use of my Legacy Race boon that I donate a ton of money for at a local con. I never should have outbid Michael that last time. Oh well, at least it went to charity.

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My group played this book over the last 2 weekends. It felt like we really got VERY little loot across the whole book. I went looking back through it to see if we missed something. I realized that other groups got the majority of their actual loot by fighting the Aeon Guard in tactical combat. My group blew them up in Ship Combat, so we got NONE of their gear. That's a really bad design if you are penalized for going through actual ship combat.

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When I click the link to download the full rulebook, I'm only getting the Rulebook Updates document.

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I find when I look at the bloodlines that I really like some of the bloodline powers, but hate the spell list that I'm required to use in order to get those powers. Like, Abyssal looks kinda cool to me, but I don't want to use the divine spell list. And I would like to be able to be a non-druid and get all the polymorph spells in the primal list, but the Fey bloodline powers don't really fit well with that.

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For that matter, if you're going to make Lay on Hands a spell, then why not just use the Heal spell and dictate that he can only use the single action version or something? Lay on Hands is strictly weaker than the Heal spell, so you're better off using that if you can.

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OK. This is confusing. There appears to be 2 conflicting rules listed about Natural 20s in the Rulebook.

On page 8:

Quote:
Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
On page 292:
Quote:

Success and Critical Success

If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

So, which is correct?

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OK. This is confusing. There appears to be 2 conflicting rules listed about nat 20s in the Rulebook.

On page 8:

Quote:
Rolling 20 is better! Rolling a 20 on the die means you critically succeed, which often has a greater effect than normal. You also gain a critical success if your total meets or exceeds the Difficulty Class by 10 or more. More about critical successes is on page 292.
On page 292:
Quote:

Success and Critical Success

If your result is equal to or greater than the DC, you succeed and apply any success effect (or generally achieve what you set out to do). However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed. You apply the critical success effect instead of the success effect. If the critical success was an attack roll, it is sometimes called a critical hit.

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I noticed that you're missing the spells for Erastil and Gorum in your spreadsheet.

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Holy cow. That "reader friendly" version is with ALL formatting stripped out. The columns on tables don't even line up on it.

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The only thing I can think of is that it's viable for a paladin to ONLY use a shield--using it as a shield and as his weapon. Probably want to put a shield boss or spikes on it. That's still kinda unimpressive, but it's an option.

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Vic Wertz wrote:
• Tell us about your actual game play. Theory is all well and good, but everybody’s got theories, and we’ve probably heard most of them already. Tell us how things are actually working in play, not how you think things will work.

^THIS is really important. I can recall back in 3.0/3.5, on the personal blog for Bruce Cordell (I think--maybe it was one of the other designers of 3rd ed and I'm just poorly remembering) he talked about when the Mystic Theurge was first released. He said people kept coming up to him at conventions and events saying, "That Mystic Theurge is SOOO broken!" He would respond calmly with the same line, "Oh, really? What happened when you guys played it?" And, every time, their response was the same: "Oh, well, we didn't play with it, but it's so obviously broken."

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Zi Mishkal wrote:
From what I'm seeing the biggest problem is that the new rules level the playing field too much. There's no real oportunity for the specialist to shine.

Just like Gunnery Sergeant Hartman said:

"Here, you are all equally worthless."

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I just got the items I preordered for the Playtest today. I'm really saddened that the pages of my hardcover and the module are all wavy like they've been left outdoors in a humid environment. Are others finding this, too?

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Well, I hope you guys get some money back from Amazon for them not living up to their end of the contract.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Dang. I didn't even realize Strange Aeons was sanctioned previously.

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This certainly sounds interesting. I didn't like the way the VMC stuff in PF1 worked, but I think that was mostly because you had no control over which class abilities from your secondary class you got. This approach might give ways to solve that problem. What I'm wondering is whether you'll be able to effectively simulate an effective character that is equally split between 2 classes. The wizard examples make it sound like the best you'll get is a caster level that's about 1/2 of your character level. Does that mean you'll always feel like you're a pathetic spellcaster?

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Man, the editing on this book really fell short. I'm less than 1/2 way through it and I've found so many typos and mistakes in terminology.

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Why does this book reference "sneak attack" when there is no such ability in Starfinder?

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I would agree wholeheartedly about the Medium being a disappointment. One of my favorite classes in 3.5 was the Binder. It had a bunch of different options and all of them had great flavor that made it feel like you were making some sort of pact with some mysterious entity.

When I looked through the playtest for the Medium, I was super interested, but it made my head hurt to try to make sense of how different spirits worked together once you could have more than 1 selected. I'm not surprised that they decided that 54 different spirits would end up being too complicated and too much work. But what we got in the end had so much of the flavor stripped out of it that I had no interest in it.

Getting something that both fits that flavor and is mechanically balanced and useful would be great--but I don't think we'll see it early on in the 2nd edition books. They're going to have to focus, understandably, on the core classes and roles of fantasy adventuring.

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This sounds unnecessarily complicated. To make a single potion or scroll, it takes 4 days no matter what? That's a huge time sink.

And I'm confused by the disparaging comments about the crafting in 1st ed. You make it sound like that system is broken, but I've never seen it break anything. If anything, the amount of time required to craft items in 1st ed is prohibitively large. When I went through Rise of the Runelords a couple of years ago, time was the biggest limiter on what I could craft. And it sounds like you want to make that longer in 2nd ed?

In addition, crafting of magic items in 1st edition only increases the power of your party noticeably if you are giving out tons of currency. If you give someone 1,000gp they can change that into 2,000gp worth of magic items. But if you give out magic items or equipment, then they can only sell that at 1/2 its value. And that's coincidentally the same cost to craft an item like that. So, generic +1 armor that costs 1,000gp can be sold then those funds crafted into...wait for it....1,000gp worth of magic items.

Now, it can be argued that being able to pick your equipment without losing value is an advantage by itself. And that's a totally valid arguement, but it's not equivalent to doubling your wealth. If you want to minimize the effect of being able to craft exactly what you want, then just change crafting to cost 75% of the full price of the item. Or switch it back to the way magic item crafting worked in 3.5 where it also cost you XP.

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Personally, I don't like the fact that monsters will be built using a different approach/mechanics/rules than PCs. That's one of the things I liked about 3rd edition and Pathfinder: the monsters followed the same rules as the PCs. Starfinder adopted this approach that the enemies follow different rules and I hate that.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Option 2 is my preference, but I would be fine with options 1 or 3, as well.

I'll probably just barely hit my 4th star by the end of this calendar year, so I'm not as invested into the system as others that have GM'd 200+ tables. Those who have GM'd a lot have learned some essential lessons on how to GM in general. Whether it's the current edition or a new one built off of it, there is a lot that transfers over. So, it would seem inconsiderate to not somehow acknowledge that those folks probably know how to run an organized play scenario more than someone who starts GMing for the first time in August of 2019--even if the edition of the rules is new to everyone.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

I'm one of those players/GMs that has a ton of boons that have piled up in a folder. I'm trying to use as many as I possibly can in the near future, but it seems a waste to have all of that just go away in 2nd edition. So, I really don't like option 1.

I like option 3 the most, I think. I could live with option 2 or its variant. I'm not all that enthused by option 4, to be honest. I earned these boons through playing and GMing. I'd like to be able to use them still for something for my characters in 2nd edition. In particular, I have a lot of race boons that I'm unlikely to use in the current edition. Those were mostly gained for GMing at a convention where I didn't know what race boon I would get, so some of them don't really interest me. It would be great to be able to hold onto them and trade them in for some other option for a character of mine in 2nd edition.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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I prefer option 3. Anything that encourages folks to GM more in order to play more is a good thing. I'll also point out that I don't really like replaying scenarios. Once you've played it, all the suspense and experience of going through it is gone.

I also don't think that option 4 is a good idea.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Warwick Cailean wrote:
MadScientistWorking wrote:
Iammars wrote:

*looks at the picture for 9-17*

What.

The.

Hell.

Someone obviously decided to make a Taffy golem.
Is it too much to hope that’s Nigel?

I was gonna post the same thing!

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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The Paths of the Righteous section in Additional Resources starts off with the following text:

Several options in this book are being withheld to appear on Chronicle sheets.

Doing a search through all of the scenarios from the last few years, only once has an option from this book been allowed via a chronicle sheet. I would like to see more options be added, since they obviously cannot be used in 2nd edition.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

I'm finding a few errors under the Inner Sea Gods section in the new Campaign Clarifications that was just released. I'm guessing these are either copy and paste errors or something.

This should say page 28, not page 84:
Page 84—Calistria’s first sentinel boon should read
“divine favor 3/day, align weapon (chaotic only) 2/day, or
keen edge 1/day.”

This feat isn't in Inner Sea Gods. I think it should be listed under Inner Sea World Guide 'cuz this is the correct page in that book.
Page 286—The Dervish Dance feat does not work
if you are “carrying a weapon or shield in your
off-hand”. A spell does not count as a weapon or
shield—therefore, a magus can use spell combat
with Dervish Dance.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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I like the tighter/narrower tiers in Starfinder Society. I hope the new edition's Society adopts those.

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With the new site redesign, I'm finding that when on the main Paizo page itself, if I click on any of the top level site menus (like: Pathfinder, Starfinder, Store, Organized Play, Community) the sub menus that pop down resize themselves based upon my browser window width in a really odd way. If it's a narrow window, it works great, but as I make my browser window wider, that sub menu stretches itself out exponentially--to the point where the right most options go completely off the screen.

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I agree with pretty much all of the original poster's complaints. And don't get me started on ship combat, either. I'm still playing, but mostly 'cuz the writing and the story lines are so good.

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It's about time they went monthly, but I don't want shorter APs. In fact, I'm irritated that the current AP only takes PCs from level 1 to 12 or so. That's far below what even the first Pathfinder AP did. This gives the impression that Paizo doesn't know how to write adventures for their own game above 12th level.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

Jack Brown wrote:
Serisan wrote:

12.5ish hours of The Harrowing. My level 8 occultist survived 2 Empowered Cone of Cold due to reflex saves and Mind Barrier. Pre-save damage would have been ~170 and I have 51 hp on that character.

GM: "Occult classes: we're better than you."

Yup, and my Druid, and her giant scorpion animal companion, didn’t make it through three of those cones of cold.

She got better, though...

Nor did my Necrocultist survive those. This was my first character that wasn't really built for combat, though, so I shouldn't be surprised that it happened once. If I had been willing to flood the battlefield with tons of undead, it probably would have gone differently, but I didn't want to slow the game down.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Serisan wrote:

I just left a 5 star review on this scenario. My area of focus as a GM is content in the upper ranges, so this scenario was perfect for me. I took 2 weeks to prep this puppy and it was worth every minute.

Party (high tier):
Muerticia, Cleric of Urgathoa (SS)
Bucket, Reach Fighter(ish)
Feargas, Not-Shocking-Grasp Magus (SS)
Regulus, Phantom Thief Rogue
Krush, Thunder and Fang Ranger/Slayer (SS)
Illyana, Dimensional Agility Rogue/Brawler/Horizon Walker

Spoilers are just to shorten walls of text.

** spoiler omitted **

** spoiler omitted **...

I played Illyana at this table. This was an awesome scenario. We were a well built group with a lot of bases covered, so it didn't feel impossible. It had some tough challenges though. Our GM's use of that diagram on the wall and stressing which gems flared with each cast really helped drive home what was going on. He did a great job running this.

I will admit, though, that our GM had to give us that, "Are you SURE you want to do that?" line when I was about to full attack Tahari after we'd freed Tahonikepsu. I had speculated what would happen if we took her down while the sages were still in the mindscapes, but it still hadn't fully dawned on us that it was that important. (I think having any freed sages speculate or explain her link to the gems and the need to break that would be a good way to emphasize this.) Once we got that hint, though, we put all of our efforts into freeing them--even to the point of teleporting other PCs next to sages in order to work the action economy.

We played this as a special event for a bunch of us organizers in the area, so we could coordinate a lot ahead of time and our GM could prep a lot before we showed up. Running this at a store in a typical slot would be rather tough, though. There is just so much going on with PCs and their abilities at this level that a complicated combat like this means everything moves REALLY slowly.

Sovereign Court *** Venture-Agent, Minnesota—Champlin

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Kelvin Niner wrote:

Strawberry Machine Cake? They used to be good... I guess...

I’m into Thunder Belly Behemoth now. Have you heard their Inferno Knife release? It’ll scour your stars!

Hah! My group came up with those as a perfect band name and their first release, as well!

Sovereign Court *** Venture-Agent, Minnesota—Champlin

With yesterday's update of 1-02, what was actually changed/updated? The notes that were sent out (as Mike mentioned above) all reference changes to Into the Unknown, not 1-02. It would be nice to know what was changed.

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In looking at the Elemental page in Alien Archive, under Air Elemental Graft, it only says:

whirlwind (see page 158)

On page 158, it gives details about how whirlwind generally works, but then it lists a sample format like this:

Format: Offensive Abilities whirlwind (4d6+8 B, DC15, 1/day)

In the next paragraph, it explains that it's usually usable once per day, plus additional time per day for every 5CR the creature has. And it does damage equal to the creature's normal melee damage. Nowhere does it say what the DC should be, though.

What calculation should be used?

Sovereign Court *** Venture-Agent, Minnesota—Champlin

So, I just finished running Curse of the Crimson Throne for my group in campaign mode. (4 and 1/2 years when you play only once a month!) The PFS chronicle sheets are really confusing for this one. If they apply all of them to the same character, then they get the 8th sheet. And that one requires that they draw a card from a harrow deck. If they draw an evil card, they redraw and so on for each evil card they draw. The chronicle sheet says they have to spend 3 PP for each evil card they drew or they are permanently DEAD.

Now, the only way to even get this 8th chronicle sheet is to apply this all to a character that is only 1st or 2nd level. And they can't use ANYTHING from any of the other chronicle sheets because they're not of high enough level. So, if this is a brand new 1st level character, then they will only have the 4 PP from the 1st chronicle sheet available. If they draw more than 1 evil card, then they're dead with no options whatsoever. And this is after they've chosen to apply all these sheets to that character. If they have any other chronicles on that character, then they MIGHT have enough PP to cover additional cards, but they can't have enough chronicles to reach 3rd level or they could never have applied the AP ones to the character in the first place.

Am I the only one seeing this as a really mean way to hose over a player???

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I just finished running this AP on Saturday night for my group. In the switch from the old 3.5 versions to the new Anniversary Edition, the XP they had been gaining just wasn't keeping pace with where the new edition said they should be, so I had to just throw that out the window and tell them when to level up.

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That daemon is kinda tough if your party isn't prepared for it. My party ran screaming from it when I ran it for them. Their big issue was getting through its DR. The paladin even had a Smite Evil left for the day, but he forgot about it.

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Can we call Iconic Heroes Set 8 the "Ocho?"

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