gnoams wrote:
That's a silly suggestion. I think you have unreasonable expectations for people. PFS assumes its GMs are hard working people with families and jobs. If every scenario was as you described then it would take even longer to prep. GM burnouts would happen far faster that they do already.Most PFS GMs I've played with ARE inexperienced or bad GMs. However, the games they run are mediocre at worst. With the changes you suggest the quality would plummet. MOST games would crash. That being said, the few good GMs I've played with have delivered nothing but amazing experiences. So perhaps the "good GMs" you play with aren't all that great.
Kyle Baird wrote:
Thanks for designing a great scenario. We were one round away from losing, and we pulled out a win. I'll spare y'all the whole story as its off topic. but I will say that i have never been so tense at a pfs table before. I like to think we threw them off our scent. MUCH better than the original idea of just dumping the body in the river. I still wish the party let me burn the whole building down. That surly would have distracted <redacted> long enough for us to make our escape!
My group just played 6-3, The Technic Siege and we ran into this dilemma. More accurately my friend and i fretted over this more than the GM thought we should. After a certain fight...:
We had a very fun game that got real silly. after the fight in the warehouse we had captured the mage and the alchemist (Ezren's fireball nearly one shotted the girl). Both were stable but unconscious. the party decided to wake up the mage girl for interrogation. They left the alchemist to us. My friend was a neutral inquisitor and I was lvl 7 pregen Ezren. what we decided was that we had to kill him in a way that would cover our tracks. so, with Ezren's +15 Linguistics skill i wrote a suicide note, while my friend set up a rope and a noose. we healed him back to consciousness to cover up the gashing wounds, then we shoved him off the crates and let him hang. All of this was done very quietly in the background while our LG Cleric made a bargain with the mage who lived.
One last thing. our suicide note essentially said "I am taking my own life out of shame for my failure to fight off the Aspis Consortium. they stole everything and are also after the book." It was a running joke throughout our game. we kept trying to convince people we were apart of the AC and failed miserably. but we all kept it up anyway. to the point of yelling, "for the Aspis Consortium!" as our battle cry. tl;dr
Dear Shaka, I'm glad you posted this here. Since reading it on r/pathfinder i have been trying to decide between this and Treantmonk's god build conjurist. My wizard is about to jump to lvl 2 so I dont have much time to decide. I have a few questions for you. Is your necromancer still a capable conjurer without being a dedicated conjurist? What do you think about Treantmonk's statement that clerics are better necromancers? Do you have a proposed stat build for a human necromancer? Would you be upset if i shamelessly stole your character concept of an Osirian human 'mancer? How did you react when the walls fell?
I am not allowed to have the rogue go first down the dungeon corridor. even if his player is new and needs to learn things the hard way. I am not allowed to have an AC of 16 as the front line fighter. even if parade armor fits my characters back story. I am not allowed to kill Uori for being a jerk. Even if he is mad because i didnt give him that stupid cloak. I am not allowed to hide loot from my allies. i am not allowed to use a glaive as a diplomatic tool.
Playing the Confirmation. I almost planted my glaive in Uori. Our "conversation" didnt go well. It also doesnt help that I severely mistook him for an evil diabolist of some kind. I wouldn't chalk it up to bad GMing either seeing as the game was being run by the VC of the greater Portland area. I doubt I would have been confirmed.
hotsauceman wrote:
Right?? I'm also going to put points into my wizard's cha, and give him the trait for diplomacy. I am far too gregarious of a person to dump that stat.
Nefreet wrote:
Good plan. My Gnome Titan will have to wait.
Carlos Robledo wrote:
What does this mean for a Titan Mauler? They are designed to use the oversize weapons they find from giants.
Reiji Nakami wrote:
False. Lets get down to business. Dervishes are middle eastern. By my understanding they are a kind of Muslim mystic. Similar to the charismatic or Pentecostal Christian. The whirling dance is a form of worship to the Sufi Dervishes.(says the theology major, with the force of a great typhoon!).http://en.wikipedia.org/wiki/Dervish
Walter Sheppard wrote:
Would Net Adept fix this issue? It lets you treat a net as a one handed weapon with reach.
wellsmv wrote: its amazing how many people dont know how to use the search function... I looked. this was the best I got. "in most cases you probably won’t get the chance to play as a goblin. However, there is a boon floating around for a few lucky PFS players that lets them play as one" I guess I'll leave my Andoran CG Goblin Sea Singer Bard in my home games. :p
Jason Hanlon wrote:
You sir, made me laugh. EDIT
False. There are rules for it. A grappling hook is an eastern exotic ranged weapon. -4 penalty without the feat. Grappling hook - Dmg: 1d4(sm)1d6(med) Crit: ×2 Range: 10 ft. Weight: 14 lbs. Type: P Special: grapple Source: Pirates of the Inner Sea "Grapple: On a successful critical hit with a weapon of this type, you can grapple the target of the attack. The wielder can then attempt a combat maneuver check to grapple his opponent as a free action. This grapple attempt does not provoke an attack of opportunity from the creature you are attempting to grapple if that creature is not threatening you. While you grapple the target with a grappling weapon, you can only move or damage the creature on your turn. You are still considered grappled, though you do not have to be adjacent to the creature to continue the grapple. If you move far enough away to be out of the weapon’s reach, you end the grapple with that action."
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