Saul Vancaskerkin

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Organized Play Member. 30 posts. No reviews. No lists. No wishlists. 4 Organized Play characters.


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Grand Lodge

My PFS Cheliaxan Wizard (Conjurer) has Profession (Contract Lawyer). It just seemed appropriate. My hope is to get him high enough to take the Diabolist PrC. We'll see how that goes.

Grand Lodge

Hi,

I've been reading through the PFS Guide and found what looks to be an inconsistency. On page 29 it talks about a GM eating a scenario getting full credit and then giving the list of what you get. More specifically that you don't get any special boons, free magical treasure, etc.

How does this work if someone GMs a scenario then plays through it? Does the character used to play through the scenario get access to the special boons, treasure, day job, etc. or is the GM out of luck in that situation?

I know that early on with PFS if a GM had to eat a scenario, it was pretty much just tough luck all around. How have things changed (if at all)?

Thanks.

Paul

Grand Lodge

First off, the guide is great Treantmonk. Thanks for the hard work. One observation is that you seem to be missing Perform (String) under Versatile Performance. While there is significant overlap with other Perform (x) skills and Versatile Performance, the fact that you can get Diplomacy and Bluff together at 2nd level seems to be a pretty good deal.

While it would pretty much require gimping yourself for 1st level by not taking those skills, the payoff appears to be worth it in the long run.

What are your thoughts?

/Paul

Grand Lodge

Joshua J. Frost wrote:

I'm inadvertently being confusing here. :-/

In the case of the mithril shirt, a +1 mithril shirt is always available. To upgrade from a mithril shirt to a +1 mithril shirt, you just have to pay the +1 armor cost.

In general, when not dealing with items that are always available, in order to upgrade to a new item you need the appropriate prestige level. For example, should you upgrade from the always available +1 mithril shirt to a +2 mithril shirt, you would pay the difference between +1 armor and +2 armor, but you could only do so if your prestige level allowed you to purchase the +2 mithril shirt as a stand-alone purchase.

Ah, that makes perfect sense. Confusion is now abated. Thanks!

/Paul

Grand Lodge

It surprise me that you need the prestige award rating even though a +1 Mithral Shirt is "Always Available" from pg 22 (Always Available Items) as:

2100 gp for a +1 Mithral Shirt Armor = (1000 gp magic bonus + 1000 gp mithral material + 100 gp chain shirt)

It seems then that it make more sense then to hold off, and buy the +1 Mithral Shirt as "Always Available" for a lump sum of 2100 gp as "Always Available" rather than having to wait an absolute minimum of 6 more scenarios to build up the 13 prestige. The way I see it, by banking approximately two scenarios (perhaps only one, depending on the group) it is possible to buy the same thing. Is that how it's actually intended?

Not trying to cause problems or be a cheese weasel, just confused.

/Paul

Grand Lodge

Recently I played a scenario and now I want to pick up a Mithral Shirt.

I've currently got about 1,250 gp. The armor costs 1,100 gp, so no problems there. Later, if I want to upgrade it to be a +1 Mithral Shirt I should only need to spend 1,000 gp (as a Mithral Shirt is automatically masterwork). I was told that while I only need to pay 1,000 gp to do the upgrade, I'd need to have on-hand the full equivalent (1100 gp for mithral shirt + 1000 gp for the +1 bonus = 2,100 gp).

That sounds VERY odd, though he mentioned that it was clarified somewhere here on the boards. I've yet to find any clarification, but my search-fu has been known to be weak at times and I don't want to screw things up too badly. Please help!

Thanks.

/Paul

Grand Lodge

Mr.Fishy wrote:

PIE FOR EVERYONE.

The witch class is perfect for my wife and the summoner and witch would make awesome villians.

Uh, I hope that either your wife doesn't read the boards, or you have already bought flowers for that comment! :D

/Paul

Grand Lodge

I see a wand of invisibility will be a very nice thing to be carrying around, especially for those times that Bob the Tentacled is feeling shy.

/Paul

Grand Lodge

Any chance we could find out what level it's planned on being?

Thanks.

/Paul

Grand Lodge

Kakitamike wrote:
I think I'm about to have a party of 7 summoners for tonight's game.

Heh. Look on the bright side. One: everyone can have a different pet. PC1 - Eldritch horror, PC2 - frankenstein's nephew, PC3 "Angel" of light and purity, PC4 - "Darkness Incarnate".

Second, you get to have lots of fun with traps. "Where's the rogue? Oh, you don't have one? Too bad. You may have noticed the big hall of deadly traps if you had." <evil grin>

Have fun!

/Paul

Grand Lodge

Paladinosaur wrote:
I know that using CHAR for Summoner makes sense, but I think that Pathfinder already has too many charisma-based caster, doesn't it?

I thought so as well, but what other stat would you use?

Intelligence - Maybe. There's not an INT based non-prep caster in the game. On the other hand, the Wizard is still the quintessential bookish magic user.

Wisdom - Not hardly. First off, wisdom is the purview of divine casters. Secondly, just how wise is it to be fooling with the eldritch/outsiders?

Charisma - Good fit. Definitely not the "likable person" type of charisma but rather the "force of personality" style. There is a definitely a significant difference between the Summoner and Bard. In addition, the Summoner seems almost like a major specialization of an Aberrant bloodline Sorcerer, or at least to me at first blush.

Cheers!

/Paul

Grand Lodge

Hi,

I was reading through the Summoner description and on page 6 under the Evolution Pool section there is mention of a transmogriphy spell, though it does not appear in the spell list for the Summoner. Any details on this, as it appears that the spell would allow for a summoner to change the eidolon's evolutions more frequently than just at level boundaries.

Thanks.

/Paul

Grand Lodge

James Jacobs wrote:


This is also a good idea, but far less likely to manifest. it'd be great to have maps that show prevailing winds and climates, trade routs, continental plates and fault lines, longitude and latitude, ethnicity spreads, migration patterns, resources, and a whole lot more. There won't be enough room for that many maps though. We're gonna have to pick and chose the best and most useful ones. And there's a pretty good chance we'll only be able to pick and choose the BEST one.

I definitely understand your point about not being able to put all the cool little maps and whatnot in the new campaign guide. One idea to consider is putting the equator and tropics on the map (assuming they are located in the area). Placing those reference lines allows some deduction about the seasons, climate, etc. without having to do tons of extra work on your part. The main issues I see with fixing those reference lines are that it locks down exactly where the Inner Sea region is on the globe, and some work would have to be done to make sure that the distances are viable assuming an Earth-sized planet. The last point would be to quell comments from the more "detail oriented" folks about how things "just don't work that way".

/Paul

Grand Lodge

The only dragon that really "scares" me is the old Rackham Titan Wyrm. First off, because it was about $250 I don't want to screw it up, but mainly because it is so freaking big. It stands something like 18" tall with at least that wingspan. It's truly a monster.

/Paul

Grand Lodge

In the past I was worried about painting dragons, but I've gotten over it (for the most part) by remembering that it's no different than any other miniature, except there's just more of it.

The main thing to remember is take it easy and if you're mixing paints, make sure you mix up enough to do everything you need to do, OR create a recipe so that you can reproduce the colors later. I've gotten where I keep a notebook with all the figures that I work on with what colors are done where (at least for my better stuff). Now the 1/2 dozen gnolls for the Howl of the Carrion King game I'm running, well, those are speed-painted assembly line style.

/Paul

Grand Lodge

If you were impressed with the figures that were just released, take a look at Reaper's news page and look at the red dragon that's coming up (slated for next May).

It will blow your mind!

/Paul

Grand Lodge

One problem is that one of the players (the sorcerer) is VERY experienced. He doesn't leave home without his cold iron morning star. He's not the one that splurtched the poor pugwampi, though. That was the paladin.

Grand Lodge

1 person marked this as a favorite.

The spell Silent Image is generally considered to be pretty much awesome sauce, so here's a place to spill all the cool things you've done with it (either as a GM or player).

Some things are just basic (like covering the pit trap with a "floor" or making a fake pit trap). What all have you done with this versatile spell?

Grand Lodge

Hi,

I just started running a Legacy of Fire campaign last night and had some problems with the pugwampis. They just didn't seem to be very annoying (their most "endearing" feature). Unluck didn't seem to really kick into play, as the group managed to not roll very well the first time.

Also, all it took was a single hit to take it out. What are some good tactics to use with these things? I tried to shatter the paladin's sword, but the DC roll failed.

Please, please, please, help me torment my players!

Thanks!

/Paul

Grand Lodge

We just started a new LoF game last night. There are 5 players in the group, however one was unable to make it last night. The party makeup is:

Half-Orc Paladin of Sarenrae
Half-Elf Ranger (Archery Focus)
Human Cleric of Nethys
Suli Sorcerer
Halfling Rogue (absent last night due to illness)

Both the cleric and sorcerer took the "Finding Haleen" trait, so they are (half?)-brothers.

The group completed Part 1, with a string of failures to connect followed by a resounding <SMACK> of 2 lucky shots to the pugwampi.

The intrepid group will resume in 2 weeks to start clearing the monastery.

/Paul

Grand Lodge

Okay. Thanks everyone. Looking over things again (and going from the prevailing opinion of the group) I'll just leave things as they are and give him the green light.

Thanks again!

/Paul

Grand Lodge

Set wrote:


Going along that route, the Suli could be similarly tweaked with a Trait, making them a bit more suitable for grouping with elves, dwarves, humans, etc. *and* making them more Genasi-like, with an 'imbalance' towards one elemental type. I basically went with the idea you mentioned of focusing them towards one particular element (so their elemental assault and energy resistance were limited to that one element) but also added some other minor flavor abilities appropriate to their elemental focus.

I like these alot. They seem a bit more balanced, but also they seem more interesting and also better suited to the player's idea of a elemental bloodline sorcerer. I think I'll propose the above and see if he likes it or not.

Thanks for the good ideas!

/Paul

Grand Lodge

I'm about to start running Legacy of Fire and one player is wanting to play a Suli (Qadira book). I'm wondering about how balanced the race is. In particular, the two attributes at +2 with no corresponding -2 stat as well as resistances to Acid, cold, electricity and fire at 5 and the elemental assault just seem a bit overpowered.

I'm thinking of allowing either the +2 to STR or +2 to CHA and allowing the player to choose one elemental type (earth, air, fire, or water) and affiliate with and get the resistance to a single type and get a single elemental assault ability.

I'd welcome comments as to ways to ensure that things are balanced.

Thanks!

/Paul

Grand Lodge

I like the idea of the factions in PFS, but there's one faction I think is missing.... Absalom. Personally I'd love to be able to have a character that is more about keeping Absalom free of the meddling influence of all five factions. Any insight on why that choice isn't available or couldn't be made such at some point?

Thanks.

/Paul

Grand Lodge

Robert Brambley wrote:

I didn't see anyone actually post this tidbit that may or may not be important to the OP:

The new Council of Thieves is the only one that is (so far) written fully compatible with the updated Pathfinder RPG rules.

If you run any of the previous adventure paths, they are written for the 3.5 rules and would require some modification and conversion.

If you are playing using the Pathfinder RPG rules (which I think you mentioned you are), then the Council of Thieves would require the least amount of 'prep time'. For some that is a non-issue, but I figured I'd point that out if it was an issue.

Robert

I'm waiting on Council of Thieves. While I absolutely love the adventures, I think that they would do better with a more established group of players. So far I've got 3 players (actually 2 and a "yeah, probably, as long as I don't have to buy anything") of which 2 have only gamed together for 3 Shadowrun sessions, and the third has never met the group. Add to that I will be inviting 2 completely unknowns to the group from the local meetup.com RPG group. I figure RotR will be easier for a group to mesh together with it than something like Council of Thieves. Plus, I want to know the rules backwards and forwards to be able to do Thieves justice! :)

/Paul

Grand Lodge

Thanks for the comments and recommendations. I think I'll propose either RotR or Legacy of Fire to the group (when it is fully formed) and let the group discuss what they are interested in.

/Paul

Grand Lodge

Snorter wrote:
Fraust wrote:
Yep...they use "green stuff" when they sculpt it. It's a blue/yellow two part epoxy you mix together to activate, sculpt, and let air cure.

You can get it from various places, including Games Workshop over the counter, or you could scour model railway catalogues, builders merchants,...or you could get it HERE.

The grades of 2-part epoxy differ wildly, and it can take some getting used to working it (keep tools wet) and estimating how much to mix, and how long you can leave it before it becomes unworkable, so you're best to experiment on a free sculpt, before ruining a well-loved figure.

Anyone else use Green Stuff for their own models?
If so, do you find it never goes totally hard?

I use it fairly frequently. Depending on how you mix it, it may stay relatively rubbery. You need to understand the original usage of greenstuff. Before becoming the sculpting material of choice, it was simply a humble 2-part plumber's epoxy. For that use, a small amount of flex and pliability is very useful. If you want a sculpting material that can hold a better hard edge, try brown-stuff. It's similar, but is a different formula enabling it to be more easily sanded and filed. There is also Milliput that you mentioned.

Snorter wrote:


I've found it always stays slightly rubbery and bendable, unlike, say, Milliput, which sets like a rock. Both are more suited to different jobs, and I'll use both on the same figure.

Can anyone who creates moulds confirm if the 'greens' deform during the mould-making process? And if it's possible to take a cast (without destroying the original) from a figure that's a hybrid concoction of Green, Milliput, plastic and metal?

While I don't make molds myself, I've been out to Reaper's factory a number of times and seen how it's done. A good mold-maker is able to safely create the mold without damaging the original sculpt. Sometimes after a master mold is made, the green will be sent back to the sculptor to be converted into a slightly different version of the figure.

From what I understand, plastic isn't used for miniature sculpting as it will melt and deform during the high heat and pressure conditions of creating the mold. Metal, greenstuff, brownstuff, milliput, and the like are often used together depending on the physical properties the sculptor is looking for when creating the figure.

/Paul

Grand Lodge

Lord Fyre wrote:
Paul Kuykendall wrote:
Callous Jack wrote:
You can't go wrong with the first three APs in my opinion although the Rise of the Runelords books may be difficult to track down so I've heard.

I actually picked up the first 5 of RotR already, if nothing else than for the background. (I've got #6 on order.)

/Paul

I do hope that I am not dumping the wrong kind of information on you then.

No, I just lucked out on eBay and my FLGS. I picked up #3 and #4 at my local game store where, no doubt, they've been sitting since they were released and I just happened to find #1, #2, and #5 on eBay. I picked all of them up for a bit under retail (including shipping). According to Paizo's store, only 1, 3, and 5 are out of stock.

[edit] Fixing "Post As"

Grand Lodge

Callous Jack wrote:
You can't go wrong with the first three APs in my opinion although the Rise of the Runelords books may be difficult to track down so I've heard.

I actually picked up the first 5 of RotR already, if nothing else than for the background. (I've got #6 on order.)

[edit]
To tell the truth, I've got the remaining volumes of all the adventure paths that I don't have on order, so hopefully they will be in soon. Yes, I'm a game lore-junkie. :)

/Paul

[edit 2] Fixing "Post As"

Grand Lodge

Hi,

I have recently discovered Pathfinder (and Paizo in general) and am preparing to start a new Adventure Path campaign. Right now I'm trying to figure out which one to start running. We will be using PFRPG rules, but I'm not averse to doing some conversion work to pull one of the older APs up to the newer system.

My question to the group is this: which of the APs do you enjoy most, and why.

I've been leaning heavily towards Legacy of Fire due to its Arabian Nights influences, but so many folks talk about how awesome Rise of the Runelords is. What sets the different APs apart from each other?

Thanks for any insight!

/Paul