![]()
Search Posts
![]()
![]() Tickets just went on sale for Asheville Scarefest 2017. Hosted at Montreat College in the Blue Ridge Mountain, Scarefest is everything you've ever wanted in a Con. PFS is the lion's share of the scheduled games, include one, possibly two, Specials (as well as weekend long modules run by some of the 4- and 5-star GMs from the Appalachian Pathfinder Lodge.) This is the same venue that hosted Scarefest 2015 and 2016, and you'll be hard-pressed to find a better place to play Pathfinder and any other RPG and boardgame you can think of. So head over to the website and check it out. See you there! http://avlscarefest.com/ ![]()
![]() Whether it's playing with all the former service guys and gals here in Asheville or sitting at a table with five soldiers from Fort McPherson at GenCon 2015, I've always enjoyed seeing the healthy number of veterans who participate in this awesome hobby. Makes me feel like less of an oddball :-) So have a well-deserved drink or two (even if it is just a Diet Coke) and roll some dice this weekend in whatever game you have going on, you all earned it. Take care and see you at the next scenario! ![]()
![]() All right, this came up last night while we were having our post-Grand Lodge beers at the local pizza place. In the scenario I just ran, you have the potential to fight something that has wings and can throw up an antimagic field as a spell-like ability. One of the other GMs said, oh, that fight wasn't that bad, I killed that thing with my alchemist and his claw/claw/bite/wings mutagen. I pointed out that you couldn't get within ten feet of the critter in question, the antimagic field would get suppress his wings every time he got close. He countered and said that wings from a mutagen aren't affected by antimagic field. This morning, being a gigantic nerd, I dug up this definition from the rules: Supernatural Abilities (Su): Supernatural abilities are magical but not spell-like. Supernatural abilities are not subject to spell resistance and do not function in areas where magic is suppressed or negated (such as an antimagic field). A supernatural ability's effect cannot be dispelled and is not subject to counterspells. See Table: Special Ability Types for a summary of the types of special abilities. Mutagens, according to the book, are Supernatural abilities: Mutagen (Su): At 1st level, an alchemist discovers how to create a mutagen that he can imbibe in order to heighten his physical prowess at the cost of his personality. I can kinda see his point of view, but I think the rules are clear: no mutagen abilities (including wings) inside an antimagic field. What do you guys think? ![]()
![]() Don't read this if you haven't played this scenario, lots of spoilers here and this is a really good scenario, one that I most definitely recommend for PFS players. Okay, our lodge ran two tables of this yesterday as part of our every two weeks Grand Lodge. Another really experienced GM ran the lower tier table and I was the GM at the upper-tier table, but with only four players (three clerics and a highly optimized barbarian). The party had a small bit of trouble handling the first fight, the one with the aether elementals. The four player adjustment was to remove the advanced template from the two greater elementals. Fairly straight-forward adjustment, seen it in plenty of scenarios, but with aether elementals and their abilities (especially the constant invisibility and the telekinetic throw), the difference between advanced and normal seemed fairly small to me. The players, all very experienced Pathfinders, had to expend a lot of resources to finally kill the two elementals. But no worries, they killed the two elementals without anyone dropping below half-health, got the vials of essence they needed and flew (drifted?) back to the bazaar. So far, so good. However, when they finally arrived in Galt at the final location, they made a tactical error and popped into the Material Plane in the foyer without doing any scouting. They killed the Iron Golem right off the bat, no problem (four player adjustment was just like the first fight, remove the advanced template). I decided as the GM that the maenads would hear the fight and so would the final boss. While they killed the golem and explored the middle rooms, I had the boss pull her maenads back into the last room with her and cast fly and invisibility on herself while the maenads cast bull's strength on themselves. I though, should be a tough fight, but they have a ton of spells and channels, so no worries. When the final battle started, it quickly became evident that the final adjustment hadn't done much to soften the fight. According to the scenario, the four player adjustment is to remove one advanced maenad, leaving three, and to remove one giant flytrap, still leaving one for the final fight. No adjustment was made to the boss, a new monster called a pakalchi sahkil, enhanced with 6 levels of mesmerist. Initially, the group did well, making all their Will saving throws and enjoying the protection from the Freedom's Call aura that one of the clerics put down to suppress confusion, grappled condition, fear effects and paralysis (really nice domain power from the Liberation domain). However, when she stopped casting spells and just hovered at 20 feet throwing four thorns at a single target, everything fell apart. Her thorns are +23 to hit, she throws four of them as a standard action, they are apparently unlimited in amount and they do 1d4+5 plus 1d4 bleed + a DC 22 poison that does 1d3 WIS damage over 6 rounds and needs two consecutive saves to cure. This doesn't even include the extra 2d6 that she adds on if using painful stare as a swift action. That one ability quickly made an even back-and-forth battle almost unwinnable. The party finally killed the three advanced maenads but the giant flytrap still had around 50 hit points and the boss had only taken 37 points of damage out of 195. I hadn't triggered the forbiddance spell in the room (I decided that it started 10 feet inside the western door and the players never moved further in than that), she hadn't used her blink spell or dominate person SLA, so I pulled plenty of punches to keep things from getting out of hand. The fight had gone on for almost 90 minutes and we were out of time, so I ended the fight and ruled that they would have killed the giant flytrap in another round and that with all her minions dead and no deaths (yet) among the players, she retreats to the Ethereal plane, allowing the players to grab the stone and escape. No one was that hurt, but one of the clerics only had 4 CON left and another cleric had taken 8 points of WIS damage, so the party was definitely in no shape to continue the fight against a flying boss with a magical machine-gun full of poisonous thorns. I've gone over what I could have done differently. I suppose I could have kept the fights separate and let the party fight the golem, the maenads and the mesmerist in three separate fights, but I wanted to penalize them a bit for doing zero scouting and just phasing in right off the bat as soon as they walked through the front door. However, it seems that the final fight as I crafted it was way too hard for four players. The adjustment of removing one advanced maenad and one flytrap while leaving the boss unaltered probably, in my opinion, did not nerf the final battle enough. I would have removed either more advanced maenads (two out of four) or maybe removed both flytraps from the last fight. I guess they could have removed the mesmerist levels from the boss as well, but that might have been too much of a nerf. So what do you guys think? I know someone will question the party make-up (one barbarian and three clerics) but one of the clerics was a storm/lightning kind of cleric with lots of spiritual ally/spiritual weapon summons and direct damage spells, so he was more sorcerer or wizard than straight-up cleric. They obviously had almost unlimited healing, so I thought that would keep them out of trouble. The Freedom's Call ability also kept them from getting grappled by the flytrap, panicked or shaken by the boss's gaze attack or confused by the maenads' dancing, so they had the right tools for the job in that sense. I think that either the party just didn't have enough damage to kill stuff fast enough (I thought the barbarian and blaster cleric were doing quite a bit of damage from my standpoint) or, more likely in my initial opinion, the four player adjustment didn't do enough to reduce the lethality of the final encounter. I apologize for the long rambling description of what happened, but I figured I might as well give you guys all the details so you can help me figure out what went wrong. Did I make the final fight too hard? Did having three clerics in a four-person team prove to be too much of a handicap? Or was the four-player adjustment not enough to offset the lethality of the final encounter? ![]()
![]() I finally got around to making a Spiritualist and running it in The Confirmation last night. It became pretty obvious by the end of the game that Paizo needs to write up an FAQ on phantoms used by the Spiritualist class. Here are some of the questions that cropped up in just one low-level game: If phantoms are outsiders with the phantom subtype, what kind of things work on them? Poison? Disease? Sleep? Do they need air? Does this change when they are ectoplasmic vs. incorporeal? (by the way, here is what the online reference document says about the phantom sub-type: "Phantom Subtype: This subtype is applied to the lost souls known as phantoms, outsiders desperately attempting to avoid the fate of undeath." Seriously, someone got paid to type that?) What kind of items can a phantom use? Armor and weapons are prohibited, simple enough, though that needs to be fixed in the Reference Document. Are wands, rods, slotless items, etc... all free game? Can it drink potions? According to the book, "A fully manifested phantom is treated as a summoned creature from the Ethereal Plane, except it is not sent back to the Ethereal Plane until it is reduced to a negative amount of hit points equal to or greater than its Constitution score." So does the phantom just pass out and lay there until it gets to negative CON? Does it bleed and have to make CON checks like a humanoid? What if you use a full-round action to make it incorporeal or just pull it back into your consciousness with a standard? Phantoms can't fly in incorporeal form until level 8, but they can't fall either (according to the rules). So they can airwalk across pits and such? When the almost-four star GM player running the character and the 5-star GM running the game are that confused, then I would think that an FAQ is needed pretty badly. This goes double for any Spiritualists being used in PFS. Don't get me wrong, I thoroughly enjoyed playing my Spiritualist and his zealous phantom, but I can see future rules issues cropping up after playing him last night. Any clarification from the Paizo staff would be appreciated. ![]()
![]() I wanted to ask for some input on something that has puzzled me since I started playing PFS back in late 2013. The Pathfinder Society, as it exists within the game, is a loose collection of experts that have a semi-defined rank structure. You have the Ten, then the VCs, field agents, initiates, etc... However, the actual Pathfinder teams, the players who get together and execute whatever mission is contained within the scenario, have no leadership structure at all. Everyone pretty much has the same amount of authority as anyone else and can do just about anything they want, within the boundaries of the rules, of course. There might be some informal deference to, say, the 3 or 4-star GMs who are playing with a bunch of fairly new players. But I've always wondered why there isn't some system or mechanic for determining who is the "team leader", so to speak. It could be random, based on level, whatever. It could involve an extra bennie (along with some extra cost to balance it out). There are all kinds of ways you could address the issue. As far as I can tell, however, Paizo completely ignores the issue, almost glaringly so. For now, I just wanted to see if anyone else had the same thoughts. Do the PFS groups need team leaders? Why or why not? Is it even workable or just something better off left to groups in the "real world"? My curiosity finally got the better of me, so let me know if it's just me or if anyone else has even wondered about this. |