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![]() I was under the assumption that, due to the nature of treasure bundles being different than gold earned, we could apply the chronicle sheet to whatever character we wanted so long as it was at or below the level for the scenario. If you earn 10 treasure bundles in a 5-8, but apply it to a level 3, you just apply the level 3 gold per bundle and move on from there. Am I misunderstanding the rules? Caveat, I'm coming at this from the perspective of a GM, which may have different rules than playing a pregen. ![]()
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![]() Still waiting for an academy among these six to rival my own personal time in college... where's the academy where stressed out students pound caffeine and adderall to bang out a 10 page research paper 5 hours before it's due and open with "Hang on to your pants because I'm about to learn you this thing I just found out about on Wikipedia. You ready? I'm not! Let's do this thing!" Now I'm curious about a magic based wikipedia that Golarian would have access to... Would the clergy of different Gods spend time being catty with each other and modifying different deities' entries? Would Taldor pay handsomely to some wizards to be full-time editors to ensure that their pages remain shining and bright? Would Aroden's page just be a 404 Error? ![]()
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![]() I'm not a fan of Create Demiplane personally, so it doesn't exist. Imprisonment and Freedom are great rituals, but I bumped them up to 9th rank. I'm also getting rid of the mythic system because I think it's silly. I'm looking at some of the mythic spells, and if any of them seem to fit the vibe of the adventure I'm running I may add them with a "You may cast one of these, once a day, and you become Doomed 2 as you feel unearthly and otherworldly powers take notice of you." Exemplars don't exist at all, so I don't have to worry about them. I do like the Animist, but none of my players are playing one so it doesn't really matter. Haven't noticed Paizo taking away my stuff so I guess they're fine with it. ![]()
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![]() Monarch is a pretty cool weapon from Seven Dooms, and I've gotten access to it by running the game. My concern, the weapon is explicitly made of Low-Grade Silver. I know in PFS we can upgrade runes on named items, taking a Gloom Blade from a +2 Striking to a +2 Greater Striking, but is there a way to upgrade the material a weapon is made of? Like, can I pay the 880g (or is it 840g because Low-Grade is 40g) to upgrade it to Standard Silver? Thank you in advance for your aid, advice, and answers! ![]()
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![]() Red Griffyn wrote:
Yes, it is a narrative thing. And I'm saying, narratively, part of raising a shield is intentionally putting it in the path of blows so that, narratively, if you are attacked the shield takes a ding. The shield forces the blow to the side enough for you to side step, your shield knocks the arrow from it's path enough that it goes wide and doesn't threaten you any more. Narratively, there's more to each attack than just the roll. You're pushing around, testing defenses, all that stuff before the attack roll. And part of that bonus to AC that you get from having your shield raised is putting the shield in the path of attack. You want your mirror implement to give you a bonus to AC, here's the trade off. ![]()
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![]() I would allow a shield to be used as a mirror impliment, however if it is raised in combat and you are attacked, it is ruined until you spend 30 minutes and a Crafting check to repair the polished sheen to the shield, on top of whatever time would be needed to repair the shield otherwise. I mean, the act of raising a shield implies that you are thrusting it in between yourself and harmful blows, attempting to intercept incoming attacks with it. It makes sense that would ruin the polished sheen that is required for it to qualify as a mirror. ![]()
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![]() I can say, from my personal experience, that there haven't been a lot of fights where +1 AC would have swayed the combat one way or the other, but I have seen fights where the ability to move and engage in fewer actions has been the difference between an enemy getting extra turns. Evidence: I have been playing PFS and running a home game of Rusthenge -> Seven Dooms for Sandpoint. Consistantly the ability to move around enemies, making them eat up actions to catch up to you/reposition to get line of sight, or the ability to approach with a single action, attack, then move away, has been a better option than having an extra +1 AC and just attempting to tank hits and kept more players alive by both wasting the enemy's time and downing enemies before they have a chance to retaliate. ![]()
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![]() I have a society character that I haven't really gotten to play a lot... She's an Orc Spirit Barbarian, follower of Sarenrae and maybe Mahja Firehair. Very simple concept, very simple fun with a greatsword and a shield boss as an alternative/backup weapon... Could be a lot of fun. ![]()
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![]() So my group just finished up the first few chapters of Seven Dooms, and I reported the table so I could provide them with their chronicles. One point of contention, the sanctioning document for Seven Dooms says that characters can get 2 copies of the chronicle but when I was reporting the form said 1 of 1. Is that because the chronicle is the same regardless of when you get it, or can characters really only get one and the second sheet has to be reported on a different character, or is the sanctioning document wrong and you can only get one chronicle? ![]()
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![]() Jon 164 wrote:
I mean, if you want to play three one-hour quests, get 2.5 treasure bundles per quest, and then level up that's your perogative. Simply put, PFS2 has a very easy and straight forward xp system. You get 1 xp for every hour that the module is supposed to have taken. Quests take about an hour, so they give 1 xp. Scenarios are supposed to take 4 hours, so they give 4 xp. Once you hit 12 xp you level up, regardless of how you got there. 12 quests, 6 bounties, 3 scenarios, or 1 adventure, it's all the same. The expected hours of playtime equals the xp granted. ![]()
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![]() So I'm running this in a couple of weeks and asked my local VA if I could get started prepping it. I haven't gotten very far yet but I did notice that on the page with all the treasure bundle information and how to calculate tiers and all that information, the treasure bundle information was set for a 1-4 instead of a 5-8. I mean, it isn't that difficult to look up the information but I'd hate to have a GM who is covering for someone else last minute not have that information. ![]()
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![]() So I love having a gossip column, but.... can we get an advice column too? My pathfinders have all sorts of questions about the random scenarios that they've had... and one of my pathfinders recently found herself under a curse that turned her into a MINOTAUR.... she's got questions about that. ![]()
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![]() Hilary Moon Murphy wrote:
My detective rogue loved that scenario. I never attacked once during that scenario and just spent my actions either urging people to surrender or off in some location I shouldn't have been while others fought. We constantly split the party, it was amazing. Whether enemies fight to the death is entirely up to GM, and whether enemies get a chance to surrender is up to the players. The way I run muggers, they generally fight for about two rounds and then make decisions from there (if they make it that many rounds), but it's all up to you and your players. ![]()
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![]() I'm relatively new to home campaign GMing, usually I'm running PFS scenarios and just playing in home games. BUT, I wanted to try something new. I'm having some trouble swapping out treasures for stuff that my party can use. For example, at one point the party is supposed to earn, by the book, a minor sturdy shield, goggles of night, and a wand of ray of enfeeblement. The wand and goggles I just updated to the remaster versions, but no one in the party uses a shield. I didn't like the idea of just giving treasure that it going to get sold, so I did a quick search and found a different level 4 item worth around 100g, and gave my party a Shining Wayfinder instead. Not a bad choice, but it was also a bit last minute. My party is a Way of the Drifter Gunslinger, Deer Instinct Barbarian, Angel Eidolon Summoner with a Sorcerer Dedication, and an Inscribed One Witch, and the party is about to hit level 5. The fundamental runes are already in place, but I'm stretching for things to give that aren't just "Sell this to get the thing you really want." Any ideas? ![]()
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![]() Going to put this all under a spoiler tag so if you read this and you aren't GMing or something it's all on you. Fight towards the end of Chapter 1: Okay, that fight with the Combusted is a bit difficult. They don't form until people are in the room, and even if you space them out the aoe of their Blazing Howl overlaps a bit and you can easily catch a player in two or even three of them. Then the aura on top of that... geez. I mean, it was partly my party's fault because none of them could make the religion check to recall knowledge about them, and even when I mentioned that they were on fire no one tried any cold spells or even just smacking them with Rousing Splash or something.
The way the fight went, the party ended up with a couple members at Dying 3, one member at Wounded 3, and one member, the Gunslinger, with just a little damage on him. Wounded 3 got off a three action heal and got everyone up in time and they limped back to Father Zantus for some more in depth healing. Are we sure the Blazing Howl is only one action? It feels like it should be a two action ability... ![]()
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![]() Okay, I pre-ordered this ages ago, when it was first announced. I am super excited about this. Reading through this thread though... I think I'll buy a Kindle copy as well, use my hardcover as a display piece in my bookshelf and use the kindle copy to read. In about a month or so afterwards, basically the next time I have to drive to Florida, I'll probably get the audio book. Speaking of the audio book, has there been a release about who is narrating it? ![]()
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![]() Errenor wrote:
I'm guessing it's an animal that is cursed to turn into a human under the light of a full moon and do human things, like pay taxes and worry about the meaning of mortality. Wonder about the moral value of picking a flower. Ponder whether there is something better to be doing as opposed to taking a nap. Wear pants. Those kinds of horrible egregious things. The things we are all cursed with. ![]()
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![]() Aw right! My Seven Dooms game starts on Friday! Amazing! My party is: Elven Dandy Animal Barbarian with the Lost Cost Local background
The party is on their way back from Osprey Cove to deliver a dangerous item to Father Zantus... boy do they not know what they're getting into! (Well, the players kind of know... I mean, they know that I'm running Seven Dooms...) Wish me luck! Here's to many sessions of fun and close calls! ![]()
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![]() Currently, Aiuvarin and Drommar are the only allowed multi-ancestry heritages allowed in PFS, due to any of the others not having written up rules. Theoretically in the future, Paizo may release official rules for a Dwarven, Gnomish, or Kobold multi-ancestry, or the PFS team may come out with rules for things like that, but as of right now only aiuvarin and drommar are the only ones allowed. ![]()
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![]() I mean, the ABP rules quite significantly call out that Property runes are not on the list of things that are automatically removed, thus sort of implying that they are supposed to be part of the ABP treasure calculation. "But what about where it says things like 'if they exist at all' and 'you can ignore party treasure'? Doesn't that mean that you're able to do that?" Yes. Yes you CAN do that, but you don't have to. In fact, the ABP rules give you a specific warning that if you do that you are making the game harder for your players. The way it reads, that is a totally acceptable option for a GM to make, so long as the GM understands that the reality of that choice is a more difficult progression. "But the ABP rules say they are there to remove numerical bonuses!" What does that have to do with anything? Most property runes don't give out numerical bonuses. "What do you mean? Flaming gives you 1d6 fire damage." Yes, I understand that. What is your point? "Those are numbers!" That's a die. If it gave a numerical bonus it would be something like a +2 fire damage. Numerical bonuses are set numbers, die bonuses are a range of numbers determined randomly often by rolling an appropriately sized die. Simply put, the ABP rules very blatantly and obviously state "Hey, if you remove more magic items than the ones we specifically listed the math isn't going to math the same way and the game will be harder." I'm not seeing a false choice here. ![]()
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![]() As hype as I am for War of Immortals and all the game stuff from that, I have to say I am exponentially more excited for the Godsrain novel, and the adventures of Samo, Nahoa, Kyra, Ezren, and best girls Merisiel and Amiri. I can't wait to get my copies of that book! I just want them to get up to shenanigans. Shenanigans are so much fun, and I want to read about the ones those 6 get up to. ![]()
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![]() The thought was something along the lines of having access to some extra spells like Heal through Summon Lesser Servitor for a Lantern Archon or something else. I personally agree that summon spells should always use the highest slot possible, but sometimes you just need access to a specific spell and in that case you can use the lowest slot that gives you access to that spell. ![]()
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![]() Okay, I'm going to be 'that guy.' How on earth do you justify a half-elven ANDROID? Like, was it constructed with a jewel in it's forehead and pointy ears? Or are you thinking more like an elf that was mauled horrendously and required android parts to keep living? Is it like a possession type thing where someone overwrote the android's programming with an elven soul? I don't understand the story, the math ain't mathing. ![]()
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![]() So if a friend of mine is a high enough Summoner with say a Wizard dedication, can they use the Master Summoner feat to designate one of their Wizard spell slots as two Summon Spells of the same rank? Wording of Master Summoner copied and pasted from AoN:
Has there been a ruling about this and I missed it? I couldn't find anything when I did a search. In the home game I am currently running I said no, it felt too much like the Warlock cheese from 5e, but now we're both curious if this is allowed in PFS... ![]()
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![]() Monster Core 2 is almost inevitable. There's going to be new monsters beyond the APs and the LO books, and they're going to need a book to put them all in. I'm also hoping for a PC3, just to grab Magus, Summoner, Thaumaturge, Psychic, Gunslinger, Inventor, and.... no I think that's all of them... to give them a once over and make sure that things work well, maybe flesh some things out. I mean, it would also be nice to have how Arcane Cascade works without spell schools in a book instead of in an errata/FAQ... Regardless, I hope everyone has an amazing time at GenCon! I'm prepping to run Rusthenge tonight, so we'll be thinking of y'all. (Not really. We're focused on clearing out the last of [REDACTED] before moving on to [ALSO REDACTED].) ![]()
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![]() Oh, it makes sense that lying is more difficult that telling the truth. At the very least, telling a lie that you want people to believe has to have a hint of truth behind the fabrications, then there's the obfuscation that has to be believable, then there's the conscious shift of body language to correct for the telltale signs of lying. There's tons of little things that you have to consciously decide when you lie, IF YOU WANT THE LIE TO BE BELIEVABLE, as opposed to the relatively few things you have to decide when you tell the truth. Lying out your butt and not caring how believable it is, on the other hand, takes about as much difficulty as telling the truth. ![]()
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![]() I mean, the mooks can be untruthful all they want. Words aren't the only ways to answer questions, just the most obvious. (Scene: PCs have ambushed some mooks that may or may not have been responsible for kidnapping the Lord Mayor's daughter.) PC: Okay, I rolled and got a critical success on this question. My investigator lunges forward and presses her swordcane against the mook's blade, holding it still. "Tell me where the mayor's daughter is. It'll go better for you if you do." GM: "Screw off, luv. I've got no idea where the girl is." Her eyes dart over in a direction away from you. Her head almost turns but she catches it in time and just smiles and stutter-steps away as she over-corrects. She'll be off-guard for a moment. PC: Great.... which way did her eyes dart? GM: To the east. You know there's a couple of tenements that way, as well as an old abandoned warehouse. PC: Awesome. "Leave this one alive! She might know more than she's letting on!" I'll press my attack but switch to non-lethal. (Scene continues) I mean, that satisfies every requirement put forth. The investigator got to use their class feat in a way that felt good, getting them some additional information that might have taken them longer to get. The GM gets some information out to the party to advance their plot. The mook got to lie and still have her turn, for whatever good it did her. Communication isn't just verbal. ![]()
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![]() James Jacobs wrote:
Thank you very much! I'm trying to write some other stuff, but I'm getting a little tongue tied. Thanks! ![]()
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![]() So, I'm looking at running Curtain Call after Seven Dooms, for a group that I started at Rusthenge. This gives me a few options for a Nemesis, which is great, and also gives me a bit of a conundrum. I'm not sure if I want to end Seven Dooms at level 11, and have them hang out at that level for a bit longer as they finish Seven Dooms and the first bit of Curtain Call, let them hit 12 and be slightly overpowered for the first bit of Curtain Call, or just condense the highlights of the first part of Curtain Call into Seven Dooms and skip to the level 12 content. Right now, I'm leaning towards having the party hang out at 11 for a bit, go through the discovery part, and then hit level 12. But that can change drastically because right now the party just hit level 3, and isn't out of Iron Harbor yet. So, I'm curious... and understand that this has no bearing at all on anything, but given the adventures that my party is going through (Rusthenge -> Seven Dooms for Sandpoint -> Curtain Call), who should their Nemesis be? Part of me wants to make it Oooo, the big bad!:
Meitremar from Rusthenge because I think it would be much less expected. Other options that are currently circling my brainpan are Gasp! A secret!:
the Red Bishop which is the obvious choice, as well as Running out of cute things here...:
The Sandpoint Devil, Podiker, Canker, the concept of Traps, and Mothman A couple of those are inside jokes because of epic failed rolls by the party. Thoughts? Concerns? ![]()
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![]() I'm currently testing out my GM skills with Rusthenge, with the idea of running it into Seven Dooms if all goes well. If Seven Dooms works out, I'm thinking of taking it into Curtain Call. I know this doesn't really allow for the whole "Know who the enemy is right away" the same way something like Rise of the Runelords or Reign of Winter would, but I think it works nicely as a way to build tension. Nothing wrong with piecing together something fun. ![]()
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![]() People have mentioned placing sacred cows on pyres for new editions. Can one of these be this unwavering adherence to 'Muh Class Fantasy!!!' If you want to play a wizard who does nothing but blast fire spells all day every day, play a fire kineticist. "But I want to play a wizard!" Okay, put your fire kineticist into some robes and a funny hat, boost your intelligence, grab a staff, and you can call it whatever you want. There you go, there's your fire blaster wizard. You are now playing a fire blasting wizard that's a kineticist. "But I want to blast electricity all day!" Well Skippo, we've got kineticists with access to electricity! Or hell, just talk to your GM and have him take the fire kineticist and just change everything to electricity! Or maybe just name every class Wizard. If everyone is a wizard, it's hard to say that wizards are weak when they can do everything! Wizard isn't weak. There are just classes that do what you want to do better than it. ![]()
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![]() Soo... I'm reading the Hounds of Tindalos entry and it mentions that they are sickened 1 and lose their resistances any time they aren't adjacent to a 90 degree or lower angle. How am I measuring angles? I don't mean to get math nerd on main but an angle of 120 degrees is *ALSO* an angle of 60 degrees... a flat plane is both 0 degrees and 180 degrees. You may notice that in both these situations the same angle is both more than and less than 90 degrees. I'm also really wishing I knew how to make the little degrees symbol. If the Hounds are on the inside of an angled structure should I use the smaller angle and if they're outside the structure use the bigger one? I understand it's pedantic but it's messing with me a bit and I don't want to make the encounter too hard or too easy because I'm not fiddling with resistances and sickened the correct way. ![]()
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![]() Tomppa wrote:
Having bought some boons with both Playtest Points and AcP, I double-checked and couldn't find any easy information about which ones are advanced boons so maybe have that more clearly marked in the future? ![]()
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![]() Tomppa wrote:
Oh! That makes it a lot easier.... Even though the wrist launcher is an uncommon weapon I just need the secondary initiation? Awesome! ![]()
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![]() I would like an Avid Collector or something similar so that my rogue could gain access to the wrist launcher. It is a silly little weapon, that does silly little things, but it so fits with my hidden weapons rogue that I am just tickled by the idea. I'm already going to purchase the Secondary Initiation to become one of the Firebrands, so it would be nice to have that piece of equipment.
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