Kobold

Matt Haddix's page

Pathfinder Adventure Path, Starfinder Society Subscriber. **** Pathfinder Society GM. 104 posts. No reviews. No lists. No wishlists. 49 Organized Play characters.


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WatersLethe wrote:

Hero Lab Online will be vastly improved by the group license system they've been talking about. As-is, it's usable except for the print outs (which are 200% unmitigated dog-crap).

What's wrong with the printouts? They appear pretty much identical to HL classic, to my eyes.


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On page 27 of Fall of Plaguestone, the mutant wolves have the following action:

Tear (one action) Trigger: The wolf dealt damage to a creature with its jaws during the previous action. Effect: the wolf tears at the creature's flesh, dealing one d6 + 2 slashing damage and 1 persistent acid damage.

Does the triggered action have to be performed on the same round as the action that triggered it? For instance, if the wolf hits a PC with its third action on round 1, can it then Tear as its first action on round 2?


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Page 293: Unholy water: You can throw unholy water like a bomb, dealing 1d6 good damage to celestials and other creatures weak to evil damage.

Should be evil damage.


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Also, I don't appear to be receiving my Pathfinder Advantage discount. I subscribed to the APs starting with the last PF1 AP volume.


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Please cancel my Starfinder Society subscription. I haven't had a chance to GM any of them in a few months so I've got a significant backlog if I do end up running SFS again.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
Grey_Mage wrote:

I ran this yesterday.

To play up the eerie atmosphere I used small printouts with a dozen different versions of shadows moving, walls appearing to vibrate until they touch it, light levels fluctuating, and so on.

By any chance, would you happen to be willing to share those? I like that idea but I'm not very creative.

4/5

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I have an extra Undine boon, I'd like to trade it for an Oread. PM me if you can help.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
Ascalaphus wrote:

But fair enough, in some other scenarios the NPCs' tactics are so bad they're suicidal.

The worst are when it's a single caster and the tactics are like "He spends the first three rounds casting shield, mage armor, and bull's strength before moving in to melee." As if any lone caster is going to survive 3 rounds.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Anyone having trouble extracting the maps from this? They just seem to come out as a black square for me.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

So the plasma skeletons, "1d6 electricity and fire" - is that 1d6 electricity and 1d6 fire? Or 1d6 of some wacky electricity/fire blend? How does that interact with electricity or fire resistance?

4/5

1 person marked this as a favorite.
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Can't you already make dragonhide armor, assuming you have enough fame to cover the purchase?

4/5

1 person marked this as a favorite.
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zefig wrote:
Awesome, thank you very much John! Looking forward to seeing what this "Big Twist" is all about...

Turns out the entire sky citadel was all an elaborate dream by an autistic kid staring into a snowglobe.

4/5

1 person marked this as a favorite.
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roll4initiative wrote:
What is the CMB of the wrecking ball trap? Same as it's attack bonus?

From the way it's written, I think you compare the same attack role to the victim's CMD.

Does anyone else find it funny that a necromancer who runs a shop selling undead and wears a skull on his face feels the need to cast undetectable alignment every day?

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

When should we expect to receive the scenarios we're running that have already been released? I'd rather save the 4 bucks if possible. :)

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

I made a ninja with the firesight feat and smoke bombs, but she's just sitting on GM credit right now and I haven't had a chance to actually play her

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
John Compton wrote:
Matt Haddix wrote:
Could someone explain the trap in B11 better? I'm a little confused as to where exactly the bypass switches are, and I'm especially confused as to why switching one of them in tier 1-2 turns the trap into the more potent version...it seems like a party who randomly flips one of the switches has a good chance of getting hit with an 8d6 fire blast. That seems really brutal for tier 1-2. Could you explain the thinking behind that?
There are a total of four switches in the area—two on either end of the archway so that someone could turn the trap on or off from either side. If both switches at one end are in the "on" position, the trap is very deadly (Subtier 4–5) when somebody walks in from that direction. If only one is on, the trap is less effective (Subtier 1–2). It's possible to make the trap very dangerous by accident, but by only having to find one switch, it's easier for a Subtier 1–2 group to bypass the trap entirely.

But if they only find one switch, wouldn't they have a 50% chance of finding the wrong one, and thus make the trap harder?

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Could someone explain the trap in B11 better? I'm a little confused as to where exactly the bypass switches are, and I'm especially confused as to why switching one of them in tier 1-2 turns the trap into the more potent version...it seems like a party who randomly flips one of the switches has a good chance of getting hit with an 8d6 fire blast. That seems really brutal for tier 1-2. Could you explain the thinking behind that?

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

The tactics for the gnolls say that they focus on ranged attacks...but the only ranged weapons a gnoll from the bestiary has is a single spear, and I can't really picture them throwing away their only weapon. Should they have bows or slings or something?

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Thursday, August 14
Slot 1 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 2 (1300-1800): OFF
Slot 3 (1900-2400): Gen Con Season 6 Special: The Paths We Choose (3-7)

Friday, August 15
Slot 4 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 5 (1300-1800): #5-18: The Stranger Within (5-9)
Slot 6 (1900-2400): OFF

Saturday, August 16
Slot 7 (0800-1300): #5-18: The Stranger Within (5-9)
Slot 8 (1300-1800): OFF
Slot 9 (1900-2400): Bonekeep Level 3

Sunday, August 17
Slot 10 (0900-1400): OFF


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Option A is correct by my reading of it.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Congratulations Eric, I couldn't think of a better choice.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
terraleon wrote:
Matt Haddix wrote:
By the time that fight was over, everyone was pretty much worn out, and they were practically falling asleep when they went upstairs for an anticlimactic slaughter of a bunch of CR 1 guards. I think having the sewer entrance available to go through the compound in reverse order really hampers the scenario.

They had an anticlimatic slaughter with the Pure Legion beating on the compound door and the guards holed up in their towers? Impressive...

Frankly, yes. I rolled to see how long the Legion would take to show up, and it was something along the lines of 12 minutes. The fight in the basement took less then two minutes, and the fight with the guards upstairs took two rounds, and maybe another 2-3 rounds for the fight with the demons in the stables. Still left plenty of time to grab the prisoners and dimension door away.

I'm not saying it was a bad adventure, I just think throwing 16 CR 1 opponents at a table of 8-9th level PCs isn't a very challenging or exciting choice. Don't get me wrong, I'm a huge fan of the heist idea, but the opponents (minus the boss, who I thought was well designed) could have used a bit more oomph. And I really didn't like how a (trivially easy at this tier) DC 25 gather information check was all it took to find out about the back entrance.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

I ran this last night..it seemed to go pretty well, though the boss fight took a while. The party used the sewer entrance to enter the compound, triggered the trap, and started a long slog of a fight with Sophini, her apprentice, the xill, the guards, and eventually the two daemons. By the time that fight was over, everyone was pretty much worn out, and they were practically falling asleep when they went upstairs for an anticlimactic slaughter of a bunch of CR 1 guards. I think having the sewer entrance available to go through the compound in reverse order really hampers the scenario.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Yes, you're wrong. The only rule about dragon hide armor is that it isn't "always available", which means you can buy it once you have the appropriate Fame.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Thornkeep is fun, but I'd definitely wait to run the first part until your players are 2nd level. There's a monster in there that can quite easily kill a 1st-level character with one hit.

Spoiler:
It's a wight.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

I would like this change. It would also make it easier to run modules, without having to wait to have the right people with the right characters falling within the narrow level band available.

4/5

1 person marked this as a favorite.
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Cao Phen wrote:
What? No one has a Mithral Waffle Iron and all its Non-Stick glory?

My character in the Serpent's Skull AP actually negotiated passage from a tribe of natives by trading them a mithral waffle iron and teaching them the benefits of starting their day with a complete breakfast.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Anyone else having trouble reporting sessions lately? I keep getting this error:

Quote:


Sorry, there was a problem handling your request. The system administrator has been notified.

Please contact webmaster@paizo.com if you continue to have difficulties.

4/5

1 person marked this as FAQ candidate.
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Every time I've ran the Midnight Mauler, the PCs always want to buy wolfsbane before they leave Absalom. That's all well and good, and I have no problem with that. But I've ran into some confusion. Wolfsbane is listed in Adventurer's Armory as costing 5 sp. On the chronicle sheet and in Ultimate Equipment, it costs 500 gp. Obviously there's a huge difference there. I'm assuming the 5 sp is the cost for the raw herb, and 500 gp is the cost for the poison - it's listed for that same price on the poisons table in the core rulebook. Was I wrong for letting my players buy it for 5 sp? What would be the point of buying the 5 sp version if it didn't cure lycanthropy?

4/5

1 person marked this as a favorite.
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Daniel Luckett wrote:
Sin of Asmodeus wrote:
*I* for one, welcome our new Epic Challenge Overlords, and say, to them. "Hail the great SLURM LORDS". Now please punish me, and quickly. >.>
You're welcome at my table in Kalamazoo when I guinea pig my local players before my 4 runs of it at Gencon, or just find me at Gencon. Happy Hunting.

For the record, Dan, my vote is for hard mode when we do play. Go big or go home.

4/5

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I just played this yesterday, party of 4 at exactly APL 7.5, so we played high tier. It was a TPK in the first fight - the entire party failed their saves against the confusion, even after using shirt rerolls.

4/5

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Поздравляю!

(I really hope google didn't translate that incorrectly...)

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Also keep in mind that if you're playing in a play-by-post, which can take some time, that character is "locked" to that adventure and can't be played in another one until it's completed.

4/5

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Samy wrote:
I couldn't disagree more about 4e. Four years from launch to the announcement of the next edition is an abysmal failure.

By that rational, 3.0 (lasted 3 years) and 3.5 (lasted 5 years) were abysmal failures. If 4e was an abysmal failure, there wouldn't *BE* a 5th edition.

4/5

1 person marked this as a favorite.
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Mekkis wrote:
Lab_Rat wrote:

1) Mustering: We as players already register our characters on Paizo's website and can locate events near us but I wish it went a step further. I wish that once we found that event we could sign up for it and muster right on Paizo's website instead of having to utilize a third party site.

I'd like to expand on this. Paizo knows who's played what. Groups I deal with have tried various methods of keeping track in order to find available scenarios, but they all require constant maintenance.

If the "who's played what" was opened up, it would greatly improve the mustering process.

Yes, this would be a huge help. I know that VCs can look up what people have played, but it's still a painstaking operation that requires looking up each person individually and making a list. I'd love for that system to be automated and open to anyone for use in planning an event.

4/5

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I for one can't wait to do amazing mythic feats like quick-drawing something out of your pocket (BUT NOT FROM YOUR BACKPACK BECAUSE THAT WOULD BE OVERPOWERED). Truly a legendary ability.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Awesome, I'm getting to run this soon on Roll20 and it'll save me some time. Maps look great!

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

It has nothing to do with what the Bestiary lists, it has to do with what's listed in the Additional Resources.


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AnnoyingOrange wrote:
Matt Haddix wrote:
Honestly, I'd get rid of ability scores entirely and have all your statistics derived from your class and level. Ability scores lead to characters being too similar, ironically - every fighter ends up being strong and dumb, every wizard ends up being smart and weak, etc.
That is more about how you determine scores than the actual workings of it and not all are the same, just the optimized builds on the boards here.

Sure, obviously there are small variations. But if you want to play, say, a lightly armored, finesse-based fighter, you have to pay feat taxes in order to make that concept work. If you want to play a fighter who overcomes his opponents through tactics and wit (example: Sherlock Holmes in the most recent film adaptation), there's no real mechanical way to represent that. Divorcing combat effectiveness from ability scores allows you narrative control to describe your character however you want without being hampered by the numbers.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

One thing that annoys me is that, by the rules, you can readily have all the materials you need to bend the fabric of reality to your very whim in an easily-replenished 5 gp spell component pouch, but if you want to do something crazy like fight with a bow, then by gods you'd better be tediously keeping track of every single arrow and rolling a percentage chance to see if they break after you use them.


Pathfinder Adventure Path, Starfinder Society Subscriber

Honestly, I'd get rid of ability scores entirely and have all your statistics derived from your class and level. Ability scores lead to characters being too similar, ironically - every fighter ends up being strong and dumb, every wizard ends up being smart and weak, etc.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
Jiggy wrote:


For your specific example, though, I'll go ahead and tell you that things not published by Paizo are never legal (unless there's some exception I'm unaware of).

Though they don't seem to mind letting authors use cheesy tricked out Tome of Horrors monsters...

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber
Tristan Windseeker wrote:
Any comment on the Globster's stat block being incorrect? This appears to be an error in Bestiary 3, but I am not sure if the error is the Strength score or the rest of the stat block...

You're probably right, either the Strength is wrong or the rest of the statblock is wrong. It should probably be errata'd one way or another in the future.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

Unless I'm mistaken, drugs aren't legal in PFS anyways.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

I saw a group that all had fogcutting lenses and would absolutely murder things while under cover of obscuring mist.

4/5

Pathfinder Adventure Path, Starfinder Society Subscriber

I was wondering about that too, and I just decided that the otyughs had been around this area long enough to adapt to dragging half of their body through the muck. It didn't really end up being an issue beyond the first round of combat, though, as both of them ended up staying pretty still.

My main confusion came from the second encounter, with the two urban rangers. I wasn't entirely sure where they were supposed to be positioned, so I had them poke their heads out of the pipe while the party was examining the statue. When they wiggled out, the positioning was such that there wasn't really anything stopping them from fleeing once the gremlin started making the statue glow. Overall that whole encounter was confusing, and I don't I did a good job of conveying what was going on.

4/5

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Worldwound Gambit taught me the swear "Iomedae's tapered teats", and that's been pretty useful so far.

4/5

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Júlíus Árnason wrote:
No mention of King Xeros? Man, that one was brutal...

Oh yeah, that one was pretty bad, especially when our cleric

Spoiler:
got dragged away to have eggs implanted in him.
4/5

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Purple Fluffy CatBunnyGnome wrote:
I think so there is a standard across the board ... w/out the rule you'd have people with odd numbers and such .. this way it's even ... just think if you could switch on each scenario ... oops .. i died ... guess i'll be at full progression to get the money to rez and stuff .. and oh next scenario i'll go back to half progression cause i want to play more.

But you can already do that, just only for those scenarios when you're exactly at the level cutoff.

4/5

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Purple Fluffy CatBunnyGnome wrote:


slow advancement can only be chosen at each level up -- it sounds like he's sitting at 5.1 so opting for slow advancement won't work in this instance ... the new character is really about the only option avilable.

I always thought that was a silly rule..does anyone know why it's in place?

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