Or be an elf, of course.
Bob Jonquet wrote:
So, are you then also refusing to GM for (for example) followers of Arshea who take the Empyreal Obedience feat and want the benefits of their feat choice?
Matthew Morris wrote:
Becausey Mythic is not normally ever legal in PFS, this is the special case of "You do what you want."
It is possible to hit additional complications with evergreen scenarios. For example, Halflight path will hit one trigger warning for enemy selection 9 but a different one for enemy selection 8, and possibly a few others from different enemies. As a GM, it is difficult to prep multiple possibilities at the same time. The best solution I can see in that case is "I plan on something involving X. Is this going to be an issue?"
My party pulled off the bluff too, but we went full on Jedi mind trick.
So the party is in Hell, in the city of Dis in fact. There just happens to be a cleric of Dispater in the party and he is loving every minute of this. I was the GM for this scenario.
So in the end, they are directed to go take out the boss because he is not following the rules of Hell. The cleric is quite enthusiastic about this and gets a Devilish fist-bump. Right before the party left to fight he boss, said devil booms out, "Can I get a Hell yeah?!"
Getting ready to run the scenario this weekend, and one of the things I'm hung up on is the heresy devil. He really seems primed to shred a party that's not ready to deal with deeper darkness. "...he avoids using his blasphemous bile and summon abilities, nor does he cast any of the following spells: stinking cloud, unhallow, or unholy blight." Of course he's not going to use unhallow, it has a 24 hour casting time. But he's got blasphemy, and against a 7-8 party that will be devastating. Did other GM's just stick with searing words or was there another approach?
Honestly, by the time a party is playing a 7-11 scenario they should have some way to deal with deeper darkness as that can come up in scenarios of much lower level. Oil of daylight is not hugely expensive for a character in that tier, and I know of at least one low level chronicle sheet with a heightened continual flame on it. Unwelcome halo is also handy for countering deeper darkness.
I ran it yesterday with the group finishing in about 4.5 hours running high tier with the four player adjustment. The party included a swashbuckler (10), a telekineticist (10), an orc bloodline sorceror (9), a cleric of Dispater (9), and the L7 pregen warpriest for APL 9.0.
After Action Report:
The party initially hired a guide and headed to the Market of Breaths, and had a rough time with the skill checks. Nobody could make the sense motive checks to lower prices of information so they traded a valuable scroll, and Oloch made a dark bargain and sold his soul here. The end result was they left with Ophelia's contract, but at a significant cost. Meamwhile, Zarta gathered some useful information from Fallen Fastness.
From here, the party sent Zarta to investigate the Ghetto of Outcasts while they fought in Widow's Cry. Between dazing channels and a a well timed casting of black tentacles, they made quick work of the fight and claimed the imp as a reward.
Based on information from Zarta, the party returned to the Ghetto of Outcasts, and here the kiniticist really came into his own. He took some burn in order to be able to lift 9000 pounds, and I ruled that this fell under creative use of abilities to make it significantly easier to free the trapped Hellknights and thus claim Teena's insignia. Moment's later, the 150 minute timer triggered.
The magus put a scare into the party here, as he dropped the swashbuckler from full health to -8 HP by scoring a critical hit with an intensified shocking grasp, and then delivered a vampiric touch on the sorceror using the critical strike arcana. Things could have devolved rapidly from here had the party not made use of the Hellknight insignia and Ophelia's contract to make the other two ambushers stand down. The party succeeded in convincing the erinyes of the validity of their writ, but could not make the linguistics skill check.
The boss fight proved to end fairly rapidly. The party got fireballed once, but the swashbuckler and the warpriest ganged up on the boss, and the sorceror dropped the statue down a create pit spell to put it in "time out." Nobody was interested in taking a wish and letting the boss go.
This party voted unanimously to keep Zarta in the Society.
I have seen a Pathfinder boon allowing you to use stuff from one character's chronicle sheet on a different character. It would not surprise me if Starfinder releases (or maybe has already released) a similar boon.
It's so weird to see an NPC I wrote as a "Let's see if a Paladin blindly attacks this person because of how they look" tactic has become such a great fan favorite. Also, I wrote that scenario over 5 years ago... damn, I'm getting old!
Valais is awesome! I used a replay just so I could have my paladin of Arshea meet her, flirt with her, and work towards her redemption.
Check box D if the PCs left him technically "alive" but plane shifted him to somewhere Unfortunate after stripping him of all gear.
Kwinten Koëter wrote:
I wrote up a document for my characters that authorizes party members to utilize my character's items in the best way for the party if the character goes down. And yes, I've had a character die and then had the loose partially charged wands, potions, scrolls, and other consumables I was carrying keep the party going so the mission succeeded.
The only reason my Scarab Sage paladin/magus was willing to work with Torch in Salvation of the Sages was because I felt the plot of the scenario made it too dangerous to not have him where I could keep an eye on him under the circumstances. I was fully prepared to put him on the receiving end of a smiting spellstrike.
I have to agree with how some chase scenes don't take into account what players might be capable of doing. In a low level chase scene, I was playing a sylvan bloodline halfling sorceror riding a pteranadon, and the scene called for either climbing over or using escape artist to squeeze through the obstacle. I pointed out that my mount was flying, so I really didn't care about making a climb check.
It also made my archery warpriest wonder if she brought enough arrows to the fight.
Chris Mortika wrote:
Kiera may have been closer to the explosion, as she seems to have even more duplicates.
Wayang 24? wrote:
You can do many things with alchemical grease. There was one scenario with a minecart where the wheels were rusted and weere going to make a bunch of noise if the party used the cart. So naturally I greased the wheels to deal with the issue.
Wounded Wisp is awesome for brand new L1. I like starting characters with Wounded Wisp, Confirmation, and Consortium Compact (in that order.)
Lau Bannenberg wrote:
That puts me in a bit of a pickle. I don't have access to cheap color printing, especially for any map as humongous as this. So I draw them in flipover paper with 1" grid. Which works fine in most cases. But if I color in part of the floor on one room, then it really really stands out.
One thing I've done as a PFS GM that would probably cross over to SFS is to draw the whole map out on one of the large flip mats which can take either wet-erase or dry-erase markers using one of the 8 color wet-erase marker sets. I usually use black for the main walls, and then blue, green, purple, brown, and red for features. It will take more work, but the extra color throughout the map will make individual blue squares stand out less. Just be aware if you do this that if you don't clear your maps soon getting the colors off will be a pain.
This is an interesting question. If AoN has it right, the way I am reading it is that Craftman is legal for dwarves with Iron Citizen when they use it to replace Hardy, but it is not legal for general dwarves using it to replace Greed. This is complicated, and I'd welcome guidance on how this works.
Yeah, I'm 6'5" and over 300, so clothing shopping is interesting. There is a real difference between XXLT and 5XL.
The interpretation I was given for oganized play is that in general, items which talk about giving abilities to a specific weapon type only work if the weapon itself is of that type, rather than relying on a class ability to treat it as that type. (ie, no mounted magus doing spell combat with a lance) Outside of organized play, naturally it depends on your GM.
Stephen Ross wrote:
I could tell the story of my (now seeker) rogue slipping an Aspis agent an elixir of love because we were told to resolve the situation nonviolently.