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FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,263 posts (1,338 including aliases). 3 reviews. No lists. No wishlists. 19 Organized Play characters.


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If a villain "did them in" as you say, it is very difficult for dead people to loot a room and get the treasure.

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The Disappeared is mostly a stealth/infiltration run, which leads to skill checks. This is a classic scenario from Season 4.

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CigarPete wrote:
BigNorseWolf wrote:
Davor Firetusk wrote:
Yes though it is a strong trade-off to do all those feats by then. You can go very Nova, but will very quickly run out of bombs.
Something i don't see alchemists doing nearly enough is since you have point blank precise rapid shot anyway is doing archery on the mooks to save bombs for novaing the wizard.
Alchemists only get prof with simple weapons, so would either need to invest a feat or take the Grenadier archetype to give proficiency with Long bow.

Or be an elf, of course.

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Based on the monster description, it would depend on whether the vampire kills the PC using energy drain or blood drain, not on whether the negative levels equal the PC's hit dice. If the tactics say the vampire uses a weapon, it would probably strike with that before making spawn.


I'm looking at a published adventure and want to be sure I am running a monster correctly. A glass golem has a spell reflection ability described as working like spell turning. Does this ability work against spells which bypass SR? (pellet blast, stone discuss, glitterdust, grease, etc)

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I play a paladin of Arshea occasionally, using the redeemer AT. The focus of the character is the idea of using the power of love to turn people back to good. Yes, she is a Dark Archivist as well, and wants to help Zarta find the path back to good.

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Bob Jonquet wrote:
Paul Jackson wrote:
Bob Jonquet wrote:
I’ve seen enough middle-aged CIS White males playing scantily-clad Calistra-worshipping temple “harlots” that I simply do not allow them at my table anymore.
I wouldn't have thought that to be a legal prohibition in PFS (at least not one held in a public place).
If by "legal prohibition" you mean it is a banned character, then no. However, I reserve the right to not GM as it is a volunteer choice and I've decided not to GM for any more of those players. The event organizer is free to dismiss me as a GM if they feel I am being unreasonable. I'm prepared to live with that should it occur. I generally accept all legal character builds, even ones that border on some heinous stuff, but I am tired of the casual approach some players take towards an over-sexualized character and I simply won't tolerate it anymore. My experience is such that I can no longer take a wait-n-see approach to see how well/poorly the player presents the character. Generally, if someone sits down with a table tent depicting a voluptuous chainmail bikini-clad character, I stop and tell them "nope." You are free to read and enjoy Red Sonja, Sailor Moon, or whatever on your time, but I'm not going to subject the women and children in the room to it.

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?

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I believe at least four of my PFS characters are of the opposite gender. One was somewhat of a a joke, but the others just made sense for the character I was creating.

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And then there's that guy who was tripping so hard he thought he was a Prince.

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Matthew Morris wrote:

Ok, getting ready to play this post Origins (I've ran it, so no complaints about me looking for spoilers, please)

I'm not finding Mythic Adventures in the "Additional Resources" section, so what mythic feats can I take when rebuilding my PC for part 3?

Becausey Mythic is not normally ever legal in PFS, this is the special case of "You do what you want."

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Additional Resources will show you what is and is not legal in society play.
Archives of Nethys is also very helpful but is not always fully up to date.

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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?"

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This discussion makes me wonder whether I should have a backup plot prepared for Halflight Path. The enemies I like to use would hit some big time arachnophobia.

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thecursor wrote:

Campaign Mode Against the Aeon Throne

Okay, we're gonna do this fake prisoner thing but we all know we can't bluff our way through a whole prison so lets just get in and get out.

It totally works, we never have to shoot a single bullet.

Wow...Han Solo is a moron.

My party pulled off the bluff too, but we went full on Jedi mind trick.

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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.

spoiler:

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?!"

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Smallfoot wrote:
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.

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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.

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PMSchulz wrote:
Nefreet wrote:
"Dr." Cupi wrote:
The only operative friendly Azlanti armor is the Aeon Guard Spec Ops armor. It is a level 7 light armor and is not SFS legal, though there may be a chronicle out there that gives access.
It *might* even be a Subtier 5-6 Chronicle ^_^
No way to get that to a level 8 character, though. Unless there's a con boon.

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.

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Thursty wrote:
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.

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Not saying what's on the chronicle sheets (in fact I don't remember what's on the first two and have not played part 3) but there is a whole three part adventure involving the Aeon Throne, which is definitely an Azlanti thing.

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Arutema wrote:
Sierra Heartward wrote:
We both know that death is just a status condition at these levels.

I can imagine the reporting conditions now:

Check box A if the PCs killed Torch.

Check box B if the PCs destroyed Torch's body to prevent a Raise Dead or Resurrection.

Check box C if the PCs soul trapped Torch or otherwise prevented a True Resurrection.

Check box D if the PCs left him technically "alive" but plane shifted him to somewhere Unfortunate after stripping him of all gear.

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There was a Sun Orchid scenario in level range 1-5 that was pretty much a PFS Ocean's 11 run. I don't remember the exact name.

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Tapesty's Trial
The Disappeared

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Kwinten Koëter wrote:

I assume everything your character owned before death goes to their closest relatives, if any. You signed up for adventure, you'll probably know there's a chance of dying and have your will in order.

Also, maybe you can contact your GM from the last session and explain the situation. Maybe they'll reverse the death if you explain you didn't know selling gear was an option.

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.

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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.

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Without special wierdness (scrollmaster wizard, wand mastery/rod mastery/scroll mastery magus arcana, etc) Kevin Willis has the correct citation.

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It is always the minimum unless you have a class feature which says otherwise.

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Some GMs for PF1 (waves) end up with more race boons than there is playable content, and have been known to give them away to people with character ideas that need them. The only unassigned race boons I currently have are for Starfinder instead, but that could change at some point.

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Somebody had posted a Starfinder Society tracking sheet a while back. While they are not necessary, I use them and it makes my life easier especially with dealing with selling back old equipment.

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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.

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A haunt manifests in one of the quest series, and Crowe is in the middle of it.
19 Will save

Crowe : "Piss off, ghost!"

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jcg wrote:

My table was around 5.5 hours for high tier w/ hard mode, well optimized PCs, all six either 10th/11th. No optional encounter, which they were oddly sad about missing. (I guess any time you get to fight a dragon is is good day)

An invisibility purge showing the full horror of the swarm of large size spiders in the room will likely be a memorable experience; that was, sadly for the spiders, quickly followed by a display of empowered fireballs and other AoE pyrotechnics.

It also made my archery warpriest wonder if she brought enough arrows to the fight.

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Chris Mortika wrote:

I blame it all on the Year of the Shadow Lodge interactive adventure.

In that adventure, the villain uses the Cage of Soul-echoes, stored on the grounds of the Society headquarters, to duplicate himself a hundred-fold, with some duplicates more powerful than others. (This way, each table of characters gets to fight him.)

The machine doesn't last out the adventure, but who's to say that it hasn't had permanent repercussions?

This is my explanation when someone is playing an iconic. Seoni was one of the Pathfinder agents too close to the machine, and she's been duplicated hundreds of times, at 1st, 4th, and 7th level.

And it's been my explanation for the gamist elements of item purchase. "Remember the Cage of Soul-echoes? That explosion was right below the commissary."

Kiera may have been closer to the explosion, as she seems to have even more duplicates.

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Wayang 24? wrote:

Alchemical Grease - cost 5gp - each pot covers one Medium or 2 small creatures... Gain a +5 Alchemical bonus on Escape Artist checks, on Combat Maneuver checks to escape a grapple and to CMD to avoid being grappled. Lasts 4 hours (or until you wash it off).

And you get to play a "Greasy Little Slip"... 5 gp a day (10 gp for the "big folk") for a +5 bonus in Grapples (and on Escape Artist)...

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.

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Wounded Wisp is awesome for brand new L1. I like starting characters with Wounded Wisp, Confirmation, and Consortium Compact (in that order.)
Masters of the Fallen Fortress is also a lot of fun. My only drawback with that one is that it will only award 1 PP. If it had a secondary success condition in would bump out Consortium Compact for me.
House of Harmonious Wisdom is very archeological, though it takes place in Tien instead of Absolom.

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I will be that guy and suggest that the Fey are in the First World.

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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.

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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.

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BigNorseWolf wrote:

I had to make a bag out of the shirt.

5X my....

(its actually a problem with companies that don't specialize in big and tall making big and tall. You can't just add length, you need to make the shoulders wider, the arm holes bigger and the thole thing deeper.

Yeah, I'm 6'5" and over 300, so clothing shopping is interesting. There is a real difference between XXLT and 5XL.

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The strongest PC has just gone straight up, reported as dead capital E Evil.

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If you want to include modules, add Godsmouth Heresy to Kaer Maga. Fun little L1 dungeon crawl, but quite a big map.

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Considering the design and expectations of PFS, I would expect that very few scenarios would qualify. There are a couple specials which require 4 or 5 GM stars where the players are Aspis Agents or kobolds.

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Thinking about it, several encounters from Orders From the Gate would be awesome with 3d terrain.

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I was playing a paladin of Sarenrae. I rejected Deskari rather rudely and Sarenrae may have been shocked at my language as I suggested something anatomically impossible.

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If Nethys is accurate (not digging through Additional Resources atm) Ra is legal. Source is AP#80 as said above. He just is probably less common than most deities, but I like playing followers of uncommon deities.


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.

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Stephen Ross wrote:

hmmm... romantic love dosn't seem to be a topic that any scenario took on. PCs tend to be combative and so the tasks tend to run along those lines.

Romantic love isn't really modelled in the game, there's no skill or feat for it other than a +1 to 2 bonus with characters that might be attracted to a character with a specific trait or feat.
Thus we get the humorously snarky responses.

<snip>

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.

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Doesn't Night March of Kalkamedes get the Pathfinders involved because of a VC being "personally involved?"


I would agree with Taja that as long as you can complete crafting within the duration of Paragon Surge it works. That minute per level duration may encourage the use of metamagic or arcanist spell tinkering to make it work.


How do weapons not wielded in hands interact with the Dueling weapon property? Specifically thinking about a dwarven boulder helmet or ratfolk tailblade as when ready for use these are not technically "in hand."

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