Mummy

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Goblin Squad Member. Pathfinder Starfinder Roleplaying Game Subscriber. Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 3 Organized Play characters.



Scarab Sages

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Pathfinder Starfinder Roleplaying Game Subscriber

Hello, I'm interested in running Dooms as looked fun but some of my players who aren't very experienced with Golarion expressed some concern that this looked too similar to Abom Vaults which has been their only other AP. They enjoyed AV but we only got through the 1st book, and aren't sure if they want to do another "small town next to a megadungeon" adventure. Also none of us have played the original Rise of the Runelords so there's less nostalgia factor for us. I love a good dungeon but perhaps I should consider a different AP with more roleplay potential? They are excited with the idea of starting at lvl 4 instead of lvl 1, and would love to see options to start at mid-early level for similar adventures in the future!

Maybe for someone who's had a chance to look more at the adventure, what do you feel the ratio of 'megadungeon' to roleplay or even other types of encounters?

Thanks!

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber

Darkness + Darkvision seems a very powerful combo. Specifically regarding the Darkness Spell. Essentially, it's like greater invisibility for a few minutes if your enemy cannot escape, and lacks darkvision or appropriate counter. I ran into a scenario where the party was fighting a creature that cast darkness on itself and had darkvision. Luckily we had a dwarf and half-orc so we weren't totally helpless, but it was rough. Party level 5.

So I looked into how to deal with darkness. From the spell darkness:

Quote:
Magical light sources only increase the light level in an area if they are of a higher spell level than darkness.

and

Quote:
Darkness can be used to counter or dispel any light spell of equal or lower spell level.

Now, I take the latter to mean that if I actually cast the spell myself I could use it to counter or dispel a light spell. Meaning that if I cast darkness on a stone, then walked into a light spell (lvl 0) it would not counter it, just negate it.

My primary question is this: For the first sentence it says light of a higher spell level does increase the light level. Now, am I correct in assuming this means Spell level (as in, Light is level 0, Continual Flame is level 3), and not caster level?

If this assumption is true, does that mean that an everburning torch or ioun torch (3rd level spells) would always illuminate a darkness spell? And if so, would the continual flame completely ignore the darkness spell (Providing normal light in 20' radius, dim to 40'), would the darkness have some sort of 'dimming' effect on the flame, or would the two completely counter and you are left with ambient lighting? I'm inclined to go with a lvl 3 effect completely overriding a lvl 2 effect.

Regarding Deeper Darkness, Daylight, and Continual Flame (all level 3 spells), continual flame brought into a region of deeper darkness would NOT counteract the effect (the effect has to be of a higher spell level, which it is not) but it could be cast, as a spell, to specifically counter or dispel the effect.

Daylight brought into an area of deeper darkness *would* negate the effect, because of the wording under daylight:

Quote:
Daylight brought into an area of magical darkness (or vice versa) is temporarily negated, so that the otherwise prevailing light conditions exist in the overlapping areas of effect.

Which seems to make daylight the end-all spell for negating magical darkness effects.

TL:DR Does a level 3 continual flame spell from an ioun torch completely override a level 2 darkness spell when brought into the same area? If so, darkness goes from a possibly crippling effect to very easily manageable.

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber

I was prepping the 3part Tier One adventures and had a few questions come up.

From what I understand, the prestige is all earned on part 3, as that is the part where the players pick a faction (I haven't had time yet to look at part 3, forgive me if its explained in that part). In addition, you can get both player and GM credit from the series unlimited amounts of time.

As a GM, do you get credit for each part separately or as a whole. I'm leaning towards 1 XP & normal gold for each part, as normal. However, would the GM no PA for part 1 & 2, and then 6 PA when he runs part 3, or would he earn 2 PA for each part? I would have to say the latter, since its very likely a DM would only run one part and be unable to complete the other parts.

Secondly I was wondering about traits for the players. As the players pick their faction in part 3, are they unable to pick any faction traits? Or, if the players know which faction they want to join initially (say, experienced players running the adventures again for the 5th time) can they pick faction traits? One of the big perks of joining a faction is access to their special traits, and it would be a shame if running this intro series essentially denied those.

Thanks for your answers!

Scarab Sages

Pathfinder Starfinder Roleplaying Game Subscriber

I was at a convention a week ago and a player mentioned that arrow quivers and other mundane gear "refills" after each mod. I'm guessing that he's carrying this concept over from his time with Living Greyhawk since I couldn't find anything to support this in the PFS rules document, but I wanted to ask here to be sure.

Just wanted to know how detailed a ranger has to track all his ammo ;)

Thanks!