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We know that the Society has control of the front (and possibly back) door into the Hao Jin Tapestry, with it's various landmarks, climates and peoples. At least one scenario deals with people who have been in the Tapestry for some time. This brings up a question... could someone make a character who's 'Homeland' is actually inside the tapestry? ![]()
While I had a question less about reskinning of creatures, I was thinking along a similar lines for equipment. Specifically Smoked Goggles and a Handy Haversack. The character I am looking at is a Zen Archer, complete with Robes and a fancy straw bowl hat. While I could pick up the goggles and haversack as is, they just slightly conflict with the image. (Goggles more than sack). What I envisioned is 'Smokeweave Veil' a sheer Silk veil alchemically treated to increase protection against gaze attacks, though lowering a person's perception. I also pictured a 'Handy Sash', a cloth sash that goes over all other clothing, mantles and armor and in which you can store things and they'll always be available when you reach into the sash. Neither of these things change the rules of how the item works, both have a very oriental/monkly feel. But are they legal in PFS? Possibly not, but who knows. ![]()
Having played in it last night at 4-5 then read the reviews here, it seems a fair amount of the encounters can come down to perception and save or suck. Against the Leopard the primary target (3rd level zen archer) made his Perception check and spotted the leopards. Winning initiative he was able to get a shot off in the surprise round and not be flat footed so didn't get hit with all the attacks from the 1st Cat. The combat went fairly quickly from there. The group kept cutting down the caught member in the Fisher Fight. After firing a light arrow up into the hole, the Zen Archer was able to kill the first Fisher with some good rolls despite the cover, including a critical. The rogue made it up the climb then tossed some alchemist fire up into the hole before engaging the second fisher. The Sylvan Sorcerer used an Air Elemental to carry himself up to flank with the second fisher with his staff. Our Sylvan Sorcerer used his Small Cat for some stealthy recon on the mountain trail. The cat managed his stealth roll and perception roll, so the group was not surprized by the ghouls and actually managed to keep the fight away from the edge. Channel Bursts from Kyra, and focusing primarily on one Ghast at a time, resulted in a fairly straight forward fight. The Rogue was our primary 'tank' and made all her saves but the last one, but a final channel burst and the cat finished off that Ghast. No optional encounter. Despite being minimal threat, the encounters had run long timewise.. In the final two battles, the group failed a single save gaze roll. The Speed Bumps weren't even that, with successful perception checks from nearly everyone. the entire fight lasting 2 rounds. Good tactical planning meant the Rogue was able to take full advantage of sneak attack. In the final fight, the Boss Yeti took over 1/4 of his hitpoints before he went, thanks to a high damage sneak attack bowshot from the Rogue and a follow up shot for max damage from the Archer. The Rogue and the Small Cat were able to get into flanking, and at that point it was a matter of keeping the two alive with heals while they and the archer pushed the damage home. The Yeti made hits against the Rogue, but his damage ended up being very low on the roll. As I said at the beginning, this adventure seems to come down to the perception and saves. Our group were well set for Perception, and we managed to roll well on saves. There were definate oportunity for PCs to drop, but with good heals we never had anyone into the negatives. ![]()
So I was one of Clover's players from last night. We ran it with a Level 3 Zen Archer, Level 4 Sylvan Sorcerer Summoner with a Trip Cat, Kyra and Mericel. We were able to breeze through most encounters despite our 3.75 APL. We managed to make our Gaze saves, and the final bosses AC was abysmal. Mericel was definately our MVP of Damage due to good flanking by the Cat, Kyra and the Archer and even our Sorcerer with his staff at one point. One thing we did alot of was good tactical maneuvering with the Rogue stepping into range and readying a standard action to attack when someone flanked with her. ![]()
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Not sure how 'complicated' it is, but my high build is a Ranger 3, Fighter 3 with Thunder & Fang, Mithril Full Plate and Power Attack on his 18 strength.... Who casts Lead Blade off a Wand to bring his +1 Earthbreaker up to a 3d6+9 on the power attack, and has a 30' move. He'll take Weapon Spec next level. ![]()
I am looking at a Sylvan Sorcerer with both an Animal Companion and a Familiar. I am just curious as to whether the following Feat Progression would allow it. 1 - Skill Focus - Knowledge Nature
The reason I am looking at Sylvan instead of Fey is that I'm not a big fan of the Fey Core Bloodline, and having my Gnome riding a Wolf or Cat amuses me. ![]()
Just played in an enjoyable run through of Severing Ties last night. However over the next couple weeks I will be running Shadow's Last Stand Parts 1 and 2 for several of the same characters. SLS pt 2 Spoiler:
The person you are trying to take down is a Shadow Lodge leader known as 'The Spider'. At the end you expose the Spider, and possibly kill her. During the adventure they receive a letter with her signature. Severing Ties Spoiler:
A letter that the players recieve as part of their undercover as Aspis Agents. The letter has the same signature. Now, for running a Season 2 module in the current environment, I had been looking at listing the villains as 'Renegade' Shadow Lodge members, but I was wondering if I should.... Spoiler: Work it out to be an Aspis Plot to sow disention between the Shadow Lodge and the rest of the Society. ![]()
I agree with everything here, but one thing I thought might be good to mention is LOOT AND PILLAGE! Even if you're not going to keep an item at the end of the adventure, use it. This is especially true of consumables. While this might be obvious for experienced Pathfinders, it bears repeating for those who are just starting their first 1st level character. Upgrading your fighter/ranger ect to that breastplate you just found will do alot towards increasing your survival. ![]()
So the cost of special materials is added to the cost of enchantment for determining value? I was wondering because in terms of crafting, the cost of the item is seperate from determining the enchantment cost (usually). Adding +1 to a Suit of Regular MW Full Plate costs the same as adding it to Adamantine, once you have the armor. ![]()
In Ultimate Magic, Inquisitors were given the option of switching their Domain for an Inquisition (Conversion, Justice Etc). In the book there was a list of the core 20 Gods and which Inquisitions were available to them. I was hoping to find a listing of other Gods and which inquisitions are available. ![]()
I was recently looking at running an Inquisitor in a Dragon Empires campaign, and was wondering if there was a listing somewhere of the Inquisitions available to the Gods of that setting. I know I can speak to my GM and he'll be the final arbitrator, but was hoping to see if there'd been a list put up. Thanks all. ![]()
Tried doing a search for this and didn't see it. When a Tengu fights Two Weapon Style, does his Beak attack suffer the Two Weapon Fighting Penalties that are assigned to the Primary Attack in addition to the usual -5 for Secondary? Example. 1st Level Tengu Fighter, 16 STR, 2-Bladed Sword, Two Weapon Fighting Feat. Main Hand Attack +2 (+1 BAB, +3 STR, -2 TWF)
Beak Attack -1 (+1 BAB, +3 STR, -5 Secondary)
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Thanks for the info. It's clear there were a couple differenced between what the GM did and what you are saying, but to be fair he worked really hard to give us a feeling we were accomplishing things, even when the dice were telling us otherwise. 3) Sorry, I meant repeated Castings of Sleep, not stacked. First casting knocked out the Dwarf, the Barbarian got the only ranged shot off while the 2 Healers were trying to figure out what to do, then the second casting took out the Barb and Druid. The adventure was indeed frustrating to our party. As the player of a Pregen, I was kicking myself for taking the Cleric over the Rogue or Wizard. I even knew we had a Druid so didn't really need the healing. ![]()
What a Disaster! My friend and I played last night. I was using Kyra, he was playing a Dwarf Melee Tank (1st) and we has a 2nd Barbarian and a 2nd Healingish Druid (No COmpanion). SOme notes. 1) THe Chase Scene - Only the Barbarian had any luck, and he got stuck for 4 rounds at the Wagon. When did manage to get to the guy after he'd been shot, and we healed him and escorted him to safety... as he wouldn't tell us anything. The Dwarf and Cleric didn't get out of the 1st room, sitting down for a drink after failing 5 times each.
After the adventure, my Friend called it worst adveture he had played in designed for a generic group that couldn't guaranteee skill monkeys or range characters. |