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Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber. *** Pathfinder Society GM. Starfinder Society GM. 789 posts (1,347 including aliases). No reviews. No lists. No wishlists. 12 Organized Play characters. 9 aliases.



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2/5

Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber

Do you know when we'll start hearing about GM acceptance/assignments for PAX Unplugged?

(But really posting to see if the glyph appears! Up to 20 reported games, still waiting on some DragonCon games to be reported, think its 25 total once those are in)

2/5

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Didn't want to tack this on to the existing sticky since that's PFS1, and I don't think I found it in the guide.

What is the appropriate way, to upgrade weapons/armor?

By level 2, characters easily have enough money to start grabbing weapon potency runes. They're common, and covered under the level +2 guidelines for access for such items. Do they need to buy spellcasting/crafting hireling/npc services, use downtime/etc to apply the rune to the weapon?

By level 3, the same applies for armor.

The strictest ruling I can see is for adding (not upgrading) a rune:
a) character has an item they want to add a rune to
b) character buys the rune (I'm assuming, this means you're actually buying a runestone with that rune on it, and I'm assuming that the runestone's cost is baked in -- the runestone is destroyed when you transfer the rune off, so I think that's fair -- but still trying to find a definitive source in the book for that's the form of a bare rune purchase)
c) character needs to spend downtime and a craft check to transfer the rune to the item.
It takes 1 day, and there is no cost (since its coming from a runestone). DC is set by the item level of the rune. If the character doesn't have craft, they'll need to hire services, I didn't see a cost/allowance/provision for that in the guide.

This does mean that upgrading gear, requires a roll that at the table with the GM, rather than a between sessions thing.

I can't find the rules for upgrading an existing rune -- there's the table showing the costs, but not the procedure, is it a craft check also?

2/5

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I'm looking for reports (from players or GMs) about how the Challenge Point system worked or didn't work for your tables. We're getting into the point that we'll have a lot of characters at level 2, with a smattering of higher levels from playtest points, which I think lands at one of the tricky thresholds for mustering. Just looking to see how its working for people and what type of guidance people like to give when players have an option of what to play.

Here's an example of what I'm thinking about for a game later today:

Gearing up to play one of the September scenarios today, and trying to decide which character to bring. Looking at the levels at the table via warhorn its showing a sticky place, IMO, for Challenge Points. Now I'm generally a fan of the challenge point system, I like that difficulty strictly increases as you add characters/decreases as you remove them. However, I do think its making it very difficult from a mustering perspective at least for people who understand the new rules and are trying to be considerate.

I haven't looked at the scenario yet, but I know that they're trying to make how to adjust encounters more obvious based on challenge points. So if the scenario's implementation of the scaling is rather different in execution that the org play's generic guidelines, what follows might be less grounded.

Starting with a table of four level 2s. Currently 12 points -> so they're currently in the GM choose (low tier w/6 player, best for all level 1s OR low tier w/ level bump, best for all levels 2s). Both options make sense, and I'm glad the guide allows that GM choice.

Now I'm trying to add in to that table. I have a level 3 (started at level 2 with PTP and then added GM credit), and a level 4 (started at level 3 with PTP and then played), and a lot of level 1s w/ 1-01 GM credit.

Would really like to play one of the level 3 or 4s, but definitely looks like it would be bad for the table. Level 3 pushes it to 16 points, Level 4 pushes it to 18. Both are the same adjustment: High Tier 4 player. As the other four players are all level 2, no one gets a boost or benefit from my mentor boon. From a previous experience with one level 3, pulling a 6 person table up into high tier, I know how deadly that gets with only 1 high tier character in high tier -- especially if the one character in high tier isn't a frontliner type.

So instead using a level 1, we get 14 points --> 5 player w/ level bump to the adventure. This sounds appropriate, and its what I'll likely end up doing. That said, I wouldn't expect that many players/GMs to really think through the options (yet) and we'll likely see some low-tier tables pulled up, out of ignorance, and into a deadly place.

Addendum: While writing this, two other people signed up(level 1 and ?), so maybe it'll be a moot point. Guaranteed to be high tier now no matter what. High tier with all low tier sounds worse, than 5 player high tier, with at least one high tier character.


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Trying to explore what might synergize in a Monk/MC Druid.

1) Stances that limit your strikes, or only have riders if you use their strikes don't end up as useful. The higher level stances (ironblood/tangled tree) looks like they may work.

2) Flurry of blows should work with wild-morph/wild-shape forms as far as I can tell. Wild-shape versions, using your own modifiers, plus the bonus +2 from wild-shape, would let the monk match fighter's accuracy (effectively one level of proficiency jump)

3) Ki powers probably won't be super useful, given that wild-shape or morph is already consuming ki points. Once you can get to the regain 2 at once they become possible useful, but typically need to be used before you shape.

4) With focus spells auto-heightening, you don't need to ever take any of the spell casting feats w/in druid. And while your access to additional forms is pretty limited with the level/2 bits, those that you get start off pretty highly heightened. I don't think it stays competitive with handwarps or potency runes on monk weapons, but might stay close enough.

5) Wild-morph's heightening however don't look like they stay competitive for damage.

6) I'm still chasing down rules for how a lot of the monk maneuver feats would/wold not work in wild-shapes.

On balance I think its not going to combine as much as I had liked, but the equal to fighter accuracy w/ monk flurry might be an interesting aspect to explore.

Other pros/cons to consider?


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I'm pretty sure in the playtest, the shield wasn't raised after blocking. However I don't see any verbiage to that effect in the final version. I know many GM's have been playing this wrong in the past month or so. Wanted to check if anyone had seen anything refuting the proposition that the shield stays raised after blocking?

2/5

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I just finished GMing a session for a local con, for which I'm a reporter and could report it now. However its a repeat of a non-repeatable. I GM'd it last week at DragonCon, which hasn't been reported yet. Is it likely to cause problems if I report the not-for-gm-chronicle-credit one before the gm-chronicle one gets reported?

2/5

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I can only spot check the two that I've purchased, but it looks like the math is wrong.

River Kingdom Excavation says 'May purchase more than once, but cost increases 50% at each purchase' It starts at 4 PTP, but shows 12 PTP for a second purchase. That's not a 50% increase. 50% Increase would suggest 6PP for the second one.

Experienced Adventurer says 'May purchase more than once, May purchase more than once, but price doubles at each purchase.' starts at 12, lists 48 for a second purchase. Double would suggest 24.

In both cases it looks like an extra factor of two is either being added to the cost, or is missing from the test.


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I'm trying to understand what's happening with my August subscription + some extras, currently bundled together in Order 7986242.

It lists shipped as of two friday's ago (8/16), but also as not-yet-shipped with a tracking number. There are two auth that are listed as processing yesterday, but their total combined is more than the cost of the full order.

We had issues with my stored payment account when I picked up items at GenCon (and at PaizoCon), where it seems like your system likes to submit no? zip-code or re-use an old one for point of sale, rather than online transactions. While we got it fixed at both cons, I'm worried if it messed something up for the regular subscriptions.

Thank you.


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Getting ready to start AoA tomorrow with a group at work, built the citadel out of DwarvenForge. Probably could have been a bit more faithful to the map, but had to cut a few corners in the interest of packing/transporting it to the office.

https://photos.app.goo.gl/XxLLSyEz7KEWBqU2A

I'm hoping I get a chance to revisit this AP again with a home group rather than an office group where I can refine this a bit further and after the new forest/hill sculpts ship later this year to better integrate the lofted N/S wings of the complex rather than having them 'floating' to accommodate the sunken courtyard.

2/5

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Forking off a question from the Guide Feedback thread since I know they want to keep that thread more focused on updates to the guide, rather than Q&A.

Mylamber wrote:

Hi,

If i’m with spell school as a wizard, can i learn spell with those scroll we can choose at the beginning of each game? Just paying for ink ?

Thank!

Unless there's overriding guidelines from the society, it looks like a wizards (or arcane sorcerer with the evolution) can learn the spell they got the scroll for -- Learn a Spell is an exploration activity so there is time for it to occur. If it were a Downtime activity I'd probably rule no, you've returned the scroll to the society if unused before you start your downtime checks.

2/5

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I'm generally happy with the new/default 2e reporting sheet, definitely prefer the full-width layout to the full column design of the 1e one.

However, I'd like to suggest at leave one tweak:
Swap the Class and the Org Play # box. There's generally not enough space for people to get their player number and their character number legibly into the space provided. Whereas I think even a cramped/scrunched class name would be decipherable given the small number of classes.

I liked the explicit N/As and instructions to line through reporting codes when non-applied. It does make it very easy at Cons for the HQ workers to spot check the forms.

One thing that might be nice in a similar fashion is an explicit instruction in the guide, or on the page for the preferred ways for GMs to indicated no-credit/no-character to apply when they are GMing a non-replayable for the second (or later time) and aren't burning a replay.


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Still trying to get my head around all the rules regarding polymorph.

Would feats like Cat fall be active while in battleform? Titan wrestler? Fleet? (Feel like since the battleform gives you a speed it would override fleet, but wanted to check)

Looks like sustaining a spell is fine, but not most of the riders some have that need a manipulate (look at Storm Lord for an example)

2/5

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GenCon is over; people are excited, and missing pieces are still coming together. Do we have estimated timelines on things like

a) Being able to report 2e sessions
b) Seeing/tracking AcP
c) Spending AcPs
d) Boon generation for spent AcPs/Playtest points
e) filling in missing details on some of the above (Ramlock's Tower boon for instance)

Are some of these things "its our top priority, we thought it would be done, but stuff happened and we're delayed, but soon" or 'we're aware of it, but its lower on the priority list, ask us again in a month", etc

Similarly I've had players ask locally about the Legacy background and what degree of proof do they need to bring to the table. Will the new online boon system(primarily for AcP) be tied in to those and able to generate legacy background boons for people who qualify?

Is the goal for faction boons to be handled the same way?


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I'm trying to build storm/wild order druid and looking for some advice. Generally concept is someone who in his youth was a 'go back to nature or the gods will punish you', but has tempered a bit and while still generally anti-civilization isn't going to cause problems in parties (but might grumble a lot in cities).

In combat I was looking at trying to generally open with spells before switching to an wild shape. I think this means in general as I level up, I'm looking at 1-2 rounds of spells per combat - so typically opening hard with a big blast/debuff/etc duration spells that require concentrate I think are out as I don't think I could maintain them in wild shape forms. This probably means I have a fair amount of leeway for out of combat utility spells.

Once wild-shaped, its hard to tell what all is useful to improve their performance. I think? acrobatics/athletics skill feats are often still active. Though I'm not sure I can attempt combat maneuver style actions from those with the wild-shape's strikes. Still trying to pin down the set of rules that would allow/disallow that. The attack bonuses/ac for wildshapes look a touch low and I'm wondering about its general viability as my 'default' combat option.

Currently avoiding wild-morph, maybe I should add that back in, but its less of the character concept, wouldn't be available until late.

Attributes, its hard to tell. Always wisdom for the spells. Probably Con secondary for HP. All the rest end up not mattering a lot with battle forms. Probably still Dex/Str as third & fourth for carrying capacity/defense when not wild-shaped.

Given that there's no way to get beyond expert in unarmed strikes, there's not a lot of point to pushing high STR to use the characters+2 strike instead of the battleform native stirke -- it a lot of investment to basically stay about +1 ahead if I'm looking at it right. Getting to the 18 str for perfect form control by the end seems useful, but not required.

Build is looking something like
2) Order Explorer (Wild) -- starts with storm for the 2 FP
4) Form Control
6) Free slot (could be order magic to get wild morph/swapping and reordering with form control)
8) Ferocious Shape
10) Soaring Shape (swapping Soaring/Ferocious is an option... soaring is more on theme, but dino is the first exciting form to me)
12) Dragon Shape
14) Primal Focus
16) Monstrous Shape (This one also feels more swappable)
18) Perfect Form Control
20) True Shapshifter

Initially I was chasing Invoke Disaster for 18 on the storm side, but that requires Windcaller, which felt redundant with Soaring Shape... And invoke disaster requires concentrate to maintain which I think is out, when in polymorphed.

So I can try the spells then battle at level 2 with a pest form, but doesn't get to do the real concept until 8. Could add insect at 6, but those don't seem that much better than pest.

For races I'm currently looking at
Dwarf (best stats, kinda least thematic), Elf (meh stats, good feats for low levels (longbow/sword until battle forms come online and proficiency fall too far behind), or Gnome (meh stats, good feats throughout -- extra cantrips, one extra focus point recovery once/day)

Thoughts, advice, comments? I'm so much more use to playing pure casters or magus type builds, that working on a switch hitter this pronounced is making me run in circles at times.


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I'm assuming this is intentional/RAW, but wanted to double check how others have read it:

Badger
Triggers on doing damage

Bear
Triggers on a strike hitting (but does not need to do damage)

Bird, Cat, Wolf
Triggers on a strike doing damage.

Dromaeosaur/Horse/Snake
Positional, movement based

So a badger's support action can be triggered by spells, while Bear, Bird, Cat,& Wolf are only triggered by melee/ranged strikes. (Spell attacks are not strikes under anything I've found). Is this correct?


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I've never really been excited about druids, but for some reason I am this time around and have been exploring a multi-order druid -- most likely storm & wild, maybe mixing in a touch of animal (while great for flavor, its not very effective with the build I have in mind).

However I'm a bit concerned about druid's focus points. In particular while they have feats to make recovering multiple at a time efficient, they seem rather starved for feats that add to the pool in the first place. Unless I'm reading it wrong:
a) You get one point at first level, from your first level 'Druidic Order' class feature.
b) You do NOT get another point when you use either order explorer or order magic to add the second order or its order spell. (This feels like it might be a typo/oversight compared to some other classes).
c) Wind Caller (level 8 feat) does grant a second FP.
d) Primal Focus (level 12 feat) is the first 'recover 2 at once', but doesn't grant the second)
e) Impaling Briars (level 16) grants an additional FP
f) Invoke Disaster (Level 18) grants an additional FP.
g) Primal Wellspring (level 18) is the recover 3 at once, and is gated on Wild Focus (which I assume is a typo for Primal Focus).

So it seems like without being multi-order only Storm reaches 3 FP. Leaf reaches 2. Animal and wild stay at one. This feels a little restrictive to me, did I overlook any feats? Every other class with focus abilities is able to get to three points much quicker (around level 10-12).

Am I missing anything?

2/5

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Does anyone know what "River Kingdom Excavator" boon from the playtest does? All I seem to be able to find is the 'Slowly excavate Ramlock's Tower' without knowing what that is mechanically -- I'm guessing its expand downtime for some long term payoff..... (Do I need to click purchase to find out? Is that a irreversible action? I haven't wanted to click through anything w/o knowing how it all works)

2/5

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I've been helping get a new venue rolling and could use some scenario suggestions. We're a rather saturated area and current scenarios tend to be well covered at existing venues. I've been generally trying to pick older scenarios that people who started playing recently might have missed and would be happy to go back to.

(I've also tried taking requests, but that's been hit or miss as its often been higher level stuff which hasn't worked well for the seed of what may become a regular crowd).

So any suggestions for fan-favorites from lets say season 7 and before, preferably 1-5 or 3-7. Scenarios that might have interesting boons that experienced players might want to spend a replay on are also good suggestions.


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Was checking my schedule after the lottery results and was happily surprised to see the sessions I'm GMing (both fan-events and PFS) showing up in the schedule. However my GM slot for the special isn't. Is this something I should be worried about, or is the special being handled specially? :)


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First time being a GM at PaizoCon and wondering if either Organized Play GM sessions or fan event GM sessions will/should show up on your personal schedule?

Ie I'm GMing 5 slots for PFS and running two non-PFS fan events. I'm a little surprised that the fan events don't show up on my schedule already/don't block me from mistakenly lotterying for events that overlap. I could maybe understand that the PFS/GMs hadn't been loaded/cross referenced yet, but the fan events I thought would be.

In either event, I've double checked all my lottery picks now (for the two time slots I'm not GMing) and everything looks good, but was just wondering if something is wrong, or schedules don't get merged until after lottery, etc.


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Let me know if you have any questions. I know I was a bit brief in the description.

The Dungeon of Doom is the module built around the 2017 Dwarven Forge kickstarter. The full thing is 15 encounter areas, I'm planning to bring about 6 that give a nice sampling, IMO, of the puzzles, combats, and fun use of terrain, that can still tell a good portion of the overall story, without spoiling the full thing.

Its also easily scaled for any level between 1 and 9. I picked 3 just because that gives you some survivability, but avoids some spell tactics that can nullify some of the more fun encounters. However, if post lottery/signup, everyone in a given session (Sat or Sun) agrees on a different level, I'm happy to change it.


Paizo Superscriber; Pathfinder Companion, Pathfinder Accessories Subscriber; Starfinder Superscriber

Let me know if you have any questions. I know I was a bit brief in the description.

The Dungeon of Doom is the module built around the 2017 Dwarven Forge kickstarter. The full thing is 15 encounter areas, I'm planning to bring about 6 that give a nice sampling, IMO, of the puzzles, combats, and fun use of terrain, that can still tell a good portion of the overall story, without spoiling the full thing.

Its also easily scaled for any level between 1 and 9. I picked 3 just because that gives you some survivability, but avoids some spell tactics that can nullify some of the more fun encounters. However, if post lottery/signup, everyone in a given session (Sat or Sun) agrees on a different level, I'm happy to change it.


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Starting to prep some Dwarven Forge builds for both occurrences of Roslar's Tomb, since I'm finding the repeat/but different use very inspiring/interesting.

There's a few ways I can tackle this and wanted to see what other people thought would be most effective/lore-appropriate/player intriguing.

Option 1) Boneyard version 'ideal', ornate, clean. Real version, less ornate, some ruins.
This is probably I think the closest to the module as written. I'd use a worked stone with pillars motif, along with marble floors/dias in many places for the boneyard. I have some skeletal inserts that could dress it in that direction, but that seems a little odd with the ostivites around. The real version loses the pillars and marble, and I have some crumbling walls I can add. I'm not sure that the differences would be as impactful on the players given my usual every other week play schedule (so likely 3-4 months or more between the two visits).

Option 2) Boneyard 'crypt like', real world as in option 1
Boneyard version goes full catacomb, all the walls have the stack alcoves resting spots for bodies, etc Skeletal motifs everywhere. The bottom floor, might stay marble for the resting spot of the hero, etc, but as you get closer to the surface it gets more catacomb/crypt like. The two versions would look completely different, maybe too different. Would likely up the tension in chapter 1. Given the number of coffins/sarcophagi this doesn't make sense from the Tomb's planning, but would if match the Boneyard's interpretation?

Option 3) Boneyard version from option 1, crypt option for the real world
Basically flipping option 2. Idealized, clean, royal tomb in the boneyard, undead spook central in chapter 2. The chapter 2 version would not be as "unfinished/unmaintained" as the module intends. The real world version would probably start worked stone and transition to catacombs as you descend (purely due to my piece count for building purposes). There's no good in-universe reason why the real world one would have been constructed this way, but I think it might have the biggest impact on the players

Any thoughts?

2/5

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Ran this adventure over the weekend, and it leaves a hook for a future scenario. Does anyone know if the campaign returned to it? What scenario should I be looking for?

2/5

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I'm in the middle of prepping this for a game in a couple of weeks, already saw the correction from John Compton that "part 1 & 2" doesn't really mean that, it means part 1 and standalone parts of part 2 (ie not the side quests that require part 3). But I'm still a little confused as to how its intended to work in sanctioned play. It looks like the chase is intended to be the last 'encounter' , but its sorta bookended by side quests that we're told to skip. Any tips on how to run part 2, make it fun -- seems hard to 'show not tell' with how its being dissected.

2/5

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I have a large DwarvenForge collection, and keep wanting to use it when I GM society games. However I feel most of the scenarios I end up assigned at cons aren't particularly amenable/enhanced by terrain.

For the cons where I have a pick of scenarios, do y'all have suggestions for scenarios that have larger dungeon/castle/cavern type complexes, that are either the only/ early encounter areas. ( Ie allowing early setup and not having to interrupt a session to build.


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I just finished running the Dwarven Forge Dungeon of Doom module, and if I can figure out the logistics of bringing that much terrain to the Con am considering trying to run it. But how do all the various non-PFS games get organized/accepted/etc.

And if I can figure out the logistics, are long dungeon crawls even popular? Best practices for breaking long dungeon crawls into multiple sessions with "magically" replacing cast of characters? The full thing would probably be about 4 or 5 con sessions.


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(Posting here in GM feedback since it might be a bit spoilerific for some)

Can the malignant theorems(giants) catch meteors from meteor swarm? I took a quick table ruling of "yes, but only for cinematic reasons" didn't let them reduce the bludgeoning damage. (And they were immune to the fire damage aspect anyways).


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Just finished GMing the last part of Doomsday Dawn and one thing all my players agreed on, was that there was way too much Confusion (spells or traps or similar) throughout all the parts that dispensed confusion. We're all wondering why did it feature so high in the playtest? Why so many ways to get long duration confusion. People hated it and it seemed very repetitive.


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I'm trying to fill in the survey, but two questions are definitely confusing, to know how to answer.

Question 25) (Adjustment for final boss). I scaled the entire encounter to my 6 player PC, then the the equivalent reduction for the ally points the party had earned. Do I pick the Ally 4+ option, or the "some other way option"

Question 27) (How many times did they rest for the night?) Number of total days - 1? Or number of days without moving/exploring (ie no progress only healing up/waiting at base camp for supplies) What's the intent of the question.


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I was very surprised last night when running part 4 and we had a character paralyze a big bad, that the big bad didn't take any penalties on its reflex saves. Did we miss something in the rules?

(Wizard tried to lightning bolt the creature and it easily made its save which seems narratively wrong.)


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The tanglefoot cantrip gives a spammable (short) range entangle. It appears to give no save.

1) is the skill check to break the entagke an immediate check on the part of the target ( save-like) or simply a choice for it's actions next turn. I was adjudicating as the latter

2) are there rules for entagled flying creatures? Winged versus innately flying.

This cantrip seemed vastly overpowered against flying creatures at least as I interpreted the rules, but I might have missed stuff.


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I've already filled out the survey, but it didn't have any free-form fields to talk about nuances of any of my answers so I wanted to post here.

I ran a custom Half-Elf Fey Sorceror, fighter dedication multiclass, with Magical Striker, coupled with all the speed boosts I could find (Half-Elf (speed option), fleet, and nimble. Got me up to a 40' strike, pre-armor (which knocked it down to 35). Was trying to see how "magus-esq" I could be. As far as builds go it was reasonably effective. Managed to crit-fail someone with hideous laughter which was fun. With a haste buff up, I was able to commonly pull off the stride, cast, strike (with an +2 weapon for the strike due to Magical Striker). Was a little glass canon-y, low HP and low AC (I think didn't compare to the table at large) at 58 and 24 respectively IIRC. Its not really spell strike or spell combat. and probably harder to pull off reliable, but it was fun. And triple moving at 35' was ground covering when needed. I still saw some tendency for combatants to simply stand still and swing -- in my case since I wanted to cast & strike to use the features of the build -- in range combatants case since they know there's few AoOs so they don't try to back away as much. People _are_ more mobile, but it seems the trade-offs have often been against it (repeated in the three playtest events I've played in (House of Ekmundi, the ~2 hour thing at Origins, and now Arclords.)

The survey itself seemed to focus mainly on the "generic" (was it fun, did anyone run out of resonance, did anyone reach zero hp) and on the "investigation" aspect. Its the investigation aspect I wanted to provide more details:

The investigation felt both railroady and opaque at the same time. I don't know if we were failing rolls, or suceeding (our roles were average to low, I think). But it didn't feel like there was enough to find any the arclords workshop, or the merchant. Things just proceeded, we got a clue, we moved on. I felt like the GM was probably giving us stuff we didn't earn after we flailed around a bit.

The encounter with the large golem was interesting, I like that it appears to setup an inventive problem solving opportunity. Not quite happy with how it played out, again it felt a little railroaded to a solution... Not sure if that was the GM or the scenario as written, or just our table being less inventive. But that's all on the content, not the playtest rules and I don't think? was influences by how the skill checks/diplomatic interactions were handled before (which were rules oriented).

The survey also asked about "did you suspect/accuse" the wrong one. We arrived at the party/event still a little unsure. But had a sucessful stealth/sense motive combo that made us zero in on the correct one. Though given that he basically attacked us the second we entered the garden, I feel even if we had wanted to talk to both first, our hands would have been forced.

In summary, I was happy with the combat, happy with my first attempt at character building. I'm ambivalent on how the investigation played out... but will need to read the scenario myself now to see what is GM related, what is scenario related, and what was system related. I know the blog post on the PFS playtest side of things indicated multiple versions of investigation/culture-type checks were being playtested in these scenarios.


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I seem to have misplaced & forgotten the details on when/where the GenCon pickup will happen and failing my perception rolls to search for it.

Can anyone refresh my memory on the details? I'm GMing most of Thursday and then playing in a 5th level playtest game on Friday morning, so hoping I can swing grabbing stuff either between my morning/afternoon GM slot, or after the afternoon slot if the booth is still open.

2/5

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I've been learning book binding, and one project I've been planning is binding each season into its own hardback. Currently trying to figure out how I want to handle table of contents/other lookup aids. Especially given that their won't be a running page number across the entire volume.

Currently I'm thinking I'll have a ToC with the numerical listing of scenario title and level range.

I should have 2-6 more pages I can add based on page layout issues. I think the most useful secondary listing is grouped by tier. Tertiary would be by region or Venture-Captain? Any other axes that you think would be useful?


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Seeing how this topic is spilling over from multiple threads, I wanted to see if we can start a focused thread on suggestions for improving the terminology around actions.

As I think I've seen it, there's several primary complaints:
1) Overly verbose in some settings (such as spell, item stat blocks) where at least one of the words is repeated. E.g Casting: Verbal Casting, Somatic Casting, Material Casting. Gets worse when Action is appended to every noun phrase.

2) Explosion of similar but different action types. Both casting and activating have sub-types that are similar but different.

3) Confusion/cross-polution with action versus reaction.

4) The compound action don't flow in sentences naturally.

One of the things the designers were enthusiastic about in the early blog posts was how naturally Stride/Strike worked in different parts of speech/sentence structure. And I can confirm during playtests, the typically usage was something like (first round or two): "As my first action I'll stride, then use my second to strike, then then raise my shield." By the third or fourth round it had evolved to "I'll stride, strike, and raise my shield." It felt natural and fast. People weren't saying "For my first action I'll use a strike action." None of the terms got in the way. I think all the other actions on the playtest sheets (but I don't recall the exhaustive list) worked similarly -- aside from casting.

As I've mentioned in several of the blog post that this issue comes up, the reason for "Verbal, Somatic, Material" and "Command, Focus, Interact, etc" are to allow different interactions with other rule systems -- notably paralyzed, silenced, and interactions with AoOs.
This speaks to point 2 above. Now I don't think it would be confusing, and might even be cleaner, to re-use the same terms:
Verbal: (both for casting and command word activation)
Somatic: (casting only so far, or non-provoking interact)
Material: (casting, and provoking interact, could use a better term)
Mental: (activation only as shown, but matches some pf1 casting too)

Now if we unify those terms it is easier to write rules around which cam be done in the different constrained settings (instead of saying you can't cast verbal spells or activate items with command words when silenced, its simply you can't take actions with the verbal tag while silenced -- or you can't take verbal actions when silenced -- depending how precisely worded we want the rule.

However, there still might be feats/class systems that interact with casting actions or activation actions in a general way. That's why the editors, I assume, want that keyword repeated on each action type. This becomes especially importent if we unify the sub-types since you can't infer the main type from the subtype in isolation anymore. Similarly this is why they append Action/Reaction to everything, even when it just had the action/reaction glyph before it.

The natural language bit is trickier. Casting definitely doesn't flow, IMO, in the playtests I've played in, or listened to streams.

People normally want to say "I cast magic missile" not "I spend an action gesturing and an action chanting to cast magic missile." or not "I cast magic missile using somatic and verbal components". This suggests to me that the while the 1 component = 1 action works for balance reasons it doesn't work for language reasons. In the playtests I played in people quickly switched to simply "I spend two actions casting...." or "I cast X with N actions". Now neither of those are descriptive and both break immersion for some people. So I can see the desire for something cleaner, but we're not there.


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Which rules, that we've seen so far, do you think are easiest/most fun to house-rule into PF1 games right now?

For instance, I'd love to start playing with the four degrees of success, but its feels like a harder one to swap in without bringing the whole ruleset for balance reasons.

The initiative system on the other hand seems fairly easy to play with, and I've tried it a couple of times and players liked it and character choices made more sense.


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My biggest worry right now about PF2 is that we're appearing to get a hockey stick power curve, even more exaggerated than PF1.

We've seen some evidence that some common PF1-centric martial builds are slower to get to their "thing" (debilitating strike, mutagens, etc). And the perception was that the low level play might be extended a bit. Ancestries having to buy back their normal traits over several levels rather than starting with this also contributes to this perception.

The high level spells still seam as powerful as before (even if the highest are gated by an extra feat). We haven't seen details of how martials will keep up, but the post on proficiency suggest that the dev's hope to use that to do so. (Plus the extra damage dice on magic weapons should help as well.)

These feels like its setting up a 'hockey stick' growth curve, where things stay fairly linear/slow growth for a while before explosively growing. This is a bit worrisome to me, since it means
a) you'll have classes exploding at different points
b) high level play is more likely to be broken/hard to balance since it changes drastically

Note this is NOT about LFQW, but about character growth in general.


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I'm trying to play a more martial/tactical minded magus, and trying to avoid over-reliance on touch damage spells. However I've been having a hard time figuring out a mental model for grading the utility/efficiency of my options.

The character jumped into a RotRL campaign at level 6, has had two encounters. My current 'favorite' spell for flavor (Tactical Acumun) did nothing for the party -- seemed like a battle with the most opportunities for flanking & cover, but instead the party never took advantage of it. I think it could still be worth it -- its similar to a bard song, slightly more situational, slightly longer lasting.

Twisted Space also looked interesting,but even weak willed things saved easily. And its only trading one action for one action, so only useful on a brute/boss type thing.

Enlarge person on our brute was highly effective, so effective that they're investing in their own method of becoming enlarged.

Web & obscuring mist look useful, but weren't used last session, but that's fine.

The other debuffs I've looked at are spread out across schools so Spell Focus doesn't seem useful for pushing up the spell DCs.

Haste and Fly are coming next level which are obvious.


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A couple months? back at a game session we got to discussing what would happen in the hypothetical situation that you let a goblin "soup-up" your starship weapons, and you then rolled a crit miss. Well it just so happened that our GM was chatting with someone at Paizo (Thursty I think) so we got a "fresh from the mind of a developer, even if assuming non-canon" answer: "Whales appear". Now even ignoring the literary reference, this felt right.

But why does it feel right, what is the hitherto-unknown connection between goblins and whales? Are goblins voracious eaters because they seek to emulate the noble whale? Are goblins longing for the sea where they can avoid dogs and horses forever (what are goblin views of seahorses?)

Do our well known fire loving maniacs metamorphosis into whales at some point of their lifecycle? And that's why their obsesses with fire now, because they'll live in water later? Is there an air form and an earth form as well?

And were they aquatic whales or space whales? Or is "whales" the generic terms for goblin starships?

Important questions, that might lead to an understanding of the gap.


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Was playing in a PFS scenario this weekend and ran up against an opponent that felt impossible and I'm wondering what we missed. The opponent was said to be immune to physical damage, and had a high enough SR that the casters typically needed a 15+ to overcome it. Had channel resistance as well, but most of our divines had had to use up their various spells/channels on his underlings to even get to him (also immune physical, but much, much lower SR). This was at levels 5-6.

We got through it only because it was part of a convention special and other tables succeeded and GM wanted to move things along, probably should have been a tpk. I don't believe we were meant to avoid/run-away.

What other strategies should we have tried, what options did we forget about? (I've looked up the base creature type and it didn't have the immune physical on it... I don't know if the GM misread and combined the underlings traits with the boss's traits, by accident, or if it was a heavily modified version of the base creature.)


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Gearing up to start GMing Kingmaker in a little over a week. I've done most of my 'homework' and am very excited. Still waiting on some character build/backstory from some of the players. I was wondering however what people have found to be the most successful kick-off type event. Are you still in Restov? Are you en-route to Oleg's (perhaps with a flashback, if needed, to receiving the charter)

I'd like some amount of scene setting/foreshadowing with the other three charter groups, but don't want to necessarily dwell overmuch on it/make the PCs think those groups are someone on their immediate quest/to-do list. I definitely want some RP for why this party has formed (and by extension why they were chosen/endorsed/tasked/"encouraged"/whatever fits this backstory best to receive the charter ).

I'm afraid I've been studying too many of the PbPs for Kingmaker out there, which are able to take a a nice relaxed "journey from Restov to Olegs" getting to the know the party, but I'm not sure how well it will translate to a in-person campaign.

2/5

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Still rather new to PFS and got a character to the point that its time to start spending gold, I think. Having a bit of trouble figuring out what's the right progressions of items/upgrades to plan on, so that I'm not useless at different tiers.

Playing a Strength Magus, with enough dex to max the breastplate when I get to level 7. Trying to avoid the stereotype scimitar shocking grasp magus. I've been using a mix of damage and battlefield control spells (still prepare one shocking grasp... just not built around it).

I really like the idea of taking heavy armor proficiency at 7 and grabbing a mythril fullplate, given that PFS doesn't reach the levels that Magus gets to go heavy armor otherwise. I know its probably not a net-win... wasting a feat and probably breaking even on AC with the max dex bonus, but its still enticing. But that complicates a straight "get to your chosen armor type and upgrade it" figuring out how to minimize the lost gold from selling back the earlier armor....

Current relevant combat gear is masterwork cold iron longsword, masterwork chainshirt, (non-masterwork) silver warhammer, longbow.
Assorted other gear that puts me 1-2 lbs below any form of encumbrance.

My thought on gearing is:
after this session: upgrade longsword and chain shirt to +1, (5k, taking the 2k cold iron hit), cloak of resistance +1.

probably followed by a belt of giant strength +2 when I can afford it.

Not really sure after that what to prioritize. Any useful guidelines? Kinda feel like I should get a magic ranged weapon and/or flight option soon? Since I'm taking some battlefield control spells the headband of int to up the DC might be useful, though otherwise it doesn't feel critical. Probably should grab the handy haversack.... but once I get the belt and/or switch to medium/heavy armor its not really needed for encumbrance reasons.

Thanks!


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Finishing up a Wrath of the Righteous AP, existing group will be disbursing after finishing (new babies, job changes, etc).

I'd like to begin preparation for starting up a new AP and looking for players. I've been starting to get active in the local PFS community but I haven't seen any recruiting going on for long running APs in their email lists, didn't want to step on any toes, so trying a post here.

I have all the APs but would be most excited to run Rise of the Runelords, Kingmaker, Serpent's Skull, or Shattered Star. (Would likely run in campaign mode for PFS credit if any eligible AP -- Kingmaker is my first choice right now, but the only non-eligible one for PFS credit, so easily swayed). I've got a large collection of accessories (minis/3d terrain/flat maps/etc).

Gaming would occur at my place in Waltham; parking is easy, but not particularly T-accessible. Timing/frequency rather flexible -- anything from weekly to monthly, Thursdays/Fridays/weekends.

Let me know if interested and maybe we can start working out some details/plans!

2/5

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I've played scenarios -01, -02, -03, and the Into the Unknown quests (all parts). I received 2 reputation in each. I had the wayfinders champion boon slotted for all of them. Do I have 8 fame, or 6 (since I've seen some reports that we shouldn't have slotted faction boons for the quests). (Need to double check records, probably an extra +1 from the faction specific bonus for one of the scenarios)

In either case, I'm at tier 1 with Wayfinders now, so starting to look at their boons from the Starfinder Roleplaying Guild Guide and I'm a little confused by one of them -- Mobile Translator (slotless boon). For two fame you get a 500 credit level 2 gadget; under "normal" it lists you spending credits to purchase it. However its not listed anywhere in the CRB, so its not universally available. So the "normal" advantage seems misleading -- its not available for purchase, correct? Compared to the two other tier 1 boons, that only cost 1 fame, it seems weaker and more expensive. What am I missing? Thematically it makes sense for my character, but seems wasteful of fame. I guess it is slotless compared to slotted so that can increases its value.

2/5

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I'm trying to make the jump from GMing APs and custom campaigns to signing up to GM some society game (both PFS and SFS), and the PDF only nature of the scenarios is really annoying me.

Local printing chains didn't either didn't want to accept the print job (even with a print out of the copyright FAQ stuff), or had to resize things in horrible illegible ways (said they couldn't accommodate the full bleed, doesn't look full bleed to me, but....). So I bought a printer and its been no end of problems regarding constantly running out of ink (and still not looking great).

I love Paizo's production values, I have close to their entire line of PF hardcovers and softcovers. I'd buy all the PFS/SFS scenarios in a heartbeat if I could have a reliable way to get a nice quality version of them. As it is, I'm buying each scenario after I've played it as a player to be ready to GM when an chance arrives, but the frustration is getting to me.

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