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Rodger Graham's page
Goblin Squad Member. Pathfinder Roleplaying Game Superscriber. Organized Play Member. 133 posts (143 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 1 alias.
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I am just curious how people decide which scenarios to run because I am getting a little conflicted on how to continue.
Most of my players were new when I started and after a bit we decided start at Season 0 because there was a little continuity that we wanted to stick with(like the stone in the Tide of Twilight).
Now we have more players and some of them have played some of the earlier content. Luckily, those who have played the earlier ones are okay with acting as a GM for those events. But now we are starting to get close to the higher tier games where a good portion of my players(because they keep making new characters to play with their friends they convince to come play) won't be able to play.
I liked the organization of continuing in a linear pattern but with new people showing up, it cannot be done very easily. Just looking for advice and opinions of how to choose which ones to run.
They only need one fighter. The best fighter.
Flenta Casalina.
Fighter who wants to be a wizard, but never could get the hang of magic. Uses a lot of magic items and scrolls to pretend that she is a wizard.
I live in the largest of the two cities, Saskatoon. Regina is luckily not too far away. I have to try and contact some people there because I recently found out that someone was attempting to start something there.
Thanks everyone. I feel a little like a child here. I've got no stars, although our next game on the 27th will be my first, and I am Venture-Captain of a large province, bigger than most states, but barely has a million people. I shall do my best to promote Pathfinder and the Society in Saskatchewan to the best of my abilities.
The two biggest cities have about 200 000 people and next up is only 35 000. I'll try what I can. Right now we play every two weeks on Sundays and only started in December. We run 4 tables each event, almost up to having 5. We only really have the one gaming store in town, though I think a second one is opening up soon. Although I tried to contact the event co-ordinators of a few of the conventions, they didn't get back to me. But one of the founders of a local gaming convention, ToonCon, approached me on Tabletop Day so we should at least have a presence there.
I have a question for you, oh great master of knowledge.
One of my PFS players really wants to use the kyoketsu shoge, because he thinks it is a cool concept. However, we came across a problem with it. It mentions in the description that is uses bludgeoning damage for reach. As well, throwing a weapon attached to a rope seems a bit... useless. The weapon won't really do well throwing a dagger attached to a metal ring.
Seems more like it should have a dagger and ring stance. Something like the meteor hammer to switch between both. And the throwing doesn't seem right with a dagger attached to a ring.
We could find no real official rulings or anything on the site so I hoped you could shed some light on the situation. He really wants to use the weapon but is a bit upset that the weapon seems to be missing something.
I was talking to a friend of mine and he said something about the earlier seasons having very harsh secondary requirements. Like some of them were to straight out kill someone or an act that would be considered evil, when most people playing are against that. Is that true?
Sniggevert wrote:
Thanks for stepping up and spreading the game!
Anyone can setup, coordinate, and run games at conventions, in general you just have to get in contact with the folks organizing the overall event itself.
That being said, you can also reach out to your nearest VC, or directly to Mike Brock, and see about getting con support for such an event. Events need to meet certain minimums in terms of tables and what not to get SWAG/boons, but you might be able to get the scenarios or some promotional materials for it regardless of size.
Good luck! Yeah I was reading a bit about the boons and such. What are the minimuns that they usually establish for a convention event?
No one does any sort of Society Play in Saskatchewan so I took charge and started running games at my local game store. People are enjoying and it is going well so far and I would like to be able to get more people interested and trying to get games going at conventions. There are a few small conventions that pop up in Saskatoon and Regina and me and my friends want to be able to start up Society games at those conventions.
I am just curious if there is anything that I have to do, being the coordinator of our Society games, to get this started. There are no Venture Captains or anything in Saskatchewan and the nearest ones are a good 5 or 6 hours away.
Do these sort of events have to be created and run by someone of higher rank? Do I even need to do anything beyond talking to the people running the conventions and just reporting the results as normal on the Paizo site?
Pink Dragon wrote: But meaning the same thing. No you said the exact opposite
Two different explanations <_<
I don't know how to word this so I just have to use an example.
Augment Summoning calls for Spell Focus(Conj) as a pre-req and Superior summoning only calls for Augment Summoning and a caster level of 3.
The Diabolist prestige class gets Augment Summoning as a bonus feat even if you do not meet the pre-requisites. So can you build off of that and get Superior Summoning? Or would you need Spell Focus(Conj) to be able to actually build off of Augment Summoning?
So even if the loot is in the Always Available section of the guide it is lost at the end regardless?
MORE QUESTIONS IF SOMEONE COULD ANSWER THEM FOR ME PLEASE THANKS
Sorry. Just finished busy day of society play and a few questions came up.
So the mundane items, weapons on enemies, random gear on them, how are they handled? Are players allowed to sell them for money at the end or is that also brought into the ending gold they get?
I remember in the Intro game in the third seasons it mentions the PCs can grab anything out of the warehouse and it mentions a bunch of loaded dice and masterwork thieves tools as well. IF they chose to keep some of it does it come off of the gold they get at the end?
Thinking of the Crypt Breaker actually. Going tomb hunting. And we will be 14th level as well
I am trying to make an alchemist based on Explosive Missile. Long range bombs with a Composite Longbow. Is it possible to shoot multiple bombs if you have the Fast Bomb discovery as well?
Any other suggestions for discoveries or feats?
If a magic item gives skill bonuses it costs (bonus squared)x100.
But what if the item only gives a bonus to part of the skill? Like a bonus to survival for tracking only but nothing else.
For the GM rewards, The GMs get the chronicle sheet as well. The guide says:
"The GM may select any special boons bestowed by a
Chronicle sheet, such as free magical treasure, regional
boons, or future bonus die rolls."
So does the mean the GM has access to all of them whether or not the Party found them all? And it says free magical treasure, does that mean they pick something for free?
Another question (a lot. we are starting tomorrow), we are doing the Intro I and after completing each request it says the PCs earn X amount of gold for completing this. Do they just get that gold or does that all count towards the amount gained at the end when they get the chronicle sheet?
When you earn chronicle sheets can you only purchase the items between scenarios? I know you have to wait for the chronicle sheet you are earning while playing the scenario that you are on, but with older ones you have already collected can you buy those items whenever?
Another question. When you earn a chronicle sheet, can you buy those items on any character? You earn the sheet on character A and buy the item with Characer B?
Yeah it would be a feat to have finished all of them like that. I was more curious of clarifying the rules in the hypothetical situation that someone has. Thank you.
Another question I have.
The rules state that you can only accept a chronicle sheet once as a GM and once as a player. Except if you have stars as a GM which allow you to get credit for a scenario 1 extra time for each star you have, correct?
So hypothetically, if someone were to complete all of the current sanctioned content, as a GM and a player, and was a 5 star GM, they could have 5 more chronicle sheets from 5 chosen scenarios?
What if someone had completed everything as a GM and player, and played 5 extra scenarios they were allowed as a 5th level GM, and their character happen to die. Would they be unable to actually level a new character and receive more chronicle sheets until new scenarios were created?
I like that idea of the mana stones. They could work as materials to make magic items to help them out. Sweet. Got some good ideas. Thanks.

Sorry I should clear that up. The point wasn't to make it painless or deathless. There are going to be some tribal leaders that will just massacre other tribes. It was more to have a way to decide at what point a tribe has lost to another. Of course if the tribe is wiped off the planet then yes they are gone.
I was already going to have rogue McGuffins around so the individual tribes could build up power before attacking others.
I was also worried about the PCs not leaving their town because they don't want anyone attacking it while they are away. But I guess that is part of it anyway.
I think the McGuffin idea works though. They were going to have banners with their tribe's symbol on it. Those would work out as the items you need. If the PCs lose theirs they would have to join the bigger tribe or, if they are really set on keeping their old one, they could steal one from someone else or take out another tribe for all of theirs. It would be difficult but it would give them a chance.
The rogue ones were more going to be magic items for them to use, seeing as this is rather primal and magic items will be rare.
I made a game, similar to Digital Devil Saga, where the PCs have to fight other tribes until there is only one, by either killing or assimilating them, to win their god's competition.
I wanted to make it so if the chief dies, the tribe counts as out of the competition and can choose to leave or join with the PCs tribe. Thus the PCs don't have to massacre a tribe of innocents just to take one out.
But if the chief PC makes a bad choice and dies, then their tribe is out for good.
How should I fix it so there is a way to decide a tribe is out of the competition and not be too punishing to the PCs?
Maybe a sacrifice to their god to appoint a new leader and stay in the competition? Gold, build points(for when their tribe grows big enough to use the kingdom builder rules), or something else?
A quest maybe to appease their god?
A harder final boss dungeon?
Any suggestions?
I would really say ask your DM. I see no reason why it should not really work with just prepared casters in general. I would allow it in my games. Unless someone has a reason it really shouldn't be allowed.
So me and my friends had started the Rise of the Runelords a while ago, but had to take a break. We stopped right before Thistletop.
We hadn't started the game to be for PFS credit game but would it be possible to switch the game over to being a PFS game? Do we have to record every day we do something or only on the sanctioned dungeons?
Since we plan on doing the full adventure, it mentions that we don't follow any of the rules so the only thing we need to do is record how the dungeons went(or the whole thing if we need to record the whole thing)?
Majuba wrote: It should work as raise dead, reducing constitution score instead. Ah I see. I didn't know Raise Dead did that. Thank you. That does make sense.
Lets say you used breath of life on an young child or low level character. It says it give you a temporary negative level. Now if the character only had 1 level, or really none being a child, would it even work?
So they are not really interconnected much? As long as it is the right tier for the group? A mix would be best.
What would be a good thing to start with? Just the season 1 scenarios?
So a while ago my friends went to Toronto and got to play in the Pathfinder Society. They came back and wanted to start up a chapter here in Saskatoon. I posted a few months ago and people were kind enough to explain that a VO is not necessary at all.
My question now is how would I go about starting up games? I mean is there anything I have to do with Paizo other than creating an event and reporting it? Or do I just decide to do it and get everyone to create characters for the Society?
Does it have to be coordinated at all with local gaming stores or would that just be for advertising?
Is it only the sanctioned adventure paths that can be played with the Society games? I was really hoping to play all of the adventure paths.
Any tips or things I should keep in mind?
All that feat seems to be good for is multiclassing.
It has no big effect on the dogs unless you plan on abandoning cavalier at level 4. You are really just dividing your total HD allowed amongst many smaller creatures. You will still only have so many HD to use, even with that feat.
4 levels in cavalier and 2 is something else still means you only count at level 6 when talking about your animal companion. You only have 6HD to spread about your various animals.
Without the feat you would have 4HD to spend.
1 dog at 6HD with the feat or 1 at 4HD without
6 at 1HD each with the feat or 4 at 1HD without.
I don't know about the rules portion of wisdom based checks. But you would have to for sure be able to see the actual sky. You are looking for a guiding star to help you. Not a picture of a star.
So my players had heard somewhere the monks are one of the best classes in Pathfinder and wanted to try and "fix" them so they work on par with other classes.
I was just wondering, is there really that big of a problem with monks?
If so, what makes them strong?
So a few of my friends recently went to Toronto and played in a Society game. They both come back and they really enjoyed it. I am the GM of our group and they both suggested I try applying so I can run games within the Society. I looked at the requirements and my only question is, should I even bother applying?
I have a good deal of free time to do everything. Saskatoon is currently on their list of places needing volunteers. I have been the GM for our group, and a few others, for 4 years now. We do have some conventions in Saskatoon that are growing and could probably successfully start some games up in them.
However looking at the other requirements, I personally have no experience with the Society play. All I know is what I could research online really.
I do want to apply, my friends would like to be able to play without going so far away, but with no actual experience, should I even bother?
I use it as guidelines only and a database of some suggested racial traits to use. I've made a few different races for my players with it.
There are even pathfinder races that break the rules stated in it.
Guidelines and a database. Nothing more.
Everyone in my groups can choose how they want to do it. Obviously they choose before they roll the dice. Most of them just roll multiple times, but I have two people that multiply. I have no real problem with them doing that.
If the invisible guy was trying to stay invisible, he could let you pass through the square and not touch you at all, allowing you to move through the square. Though I would put a 50% chance of running into him.
So being a large fan of all things Clamp, I decided to make a class that relies on some of the strongest magic in their universe. I made a cardcaptor class. It works best if you have a clow deck. But a deck of cards works as well.
https://docs.google.com/document/d/1jzNDUbnHixOSupvWXz2ITn0-eds0DDUj81kmsGp hwkM/edit
My friend made a paladin/fighter using the shield fighter archetype and the sacred shield paladin archetype. He gives his shield bonus to anyone around him, which is quite high using his tower shield, and can take damage in place of one of us. More than once a battle turning into everyone crowding around him so he keep us all safe while I healed everyone who was getting spells cast at them, and they killed the mobs. It is a great tank concept as long as people stick near him.
Childscent Hex XD I always wanted to make a Witch with that hex.
Other than the skills and the feats and a workroom for her to make the objects, there is nothing else she really needs. Maybe some memory alteration spells to make sure no one finds her out.
Mix between MacGurcules and Son of the Veterinarian:
Sniper rogue monkey. Lots of stealth and such with being tiny. Sniping gets you sneak attacks still. Just build up the range with levels. I am sure the DM would allow you to use guns with it too. You use tiny weapons but you won't lose damage for low STR.
All those skill ranks can go towards disguising and funny outfits and dancing for coins while a party member plays some music. Imaging the cash flow! Then you rob 'em blind with all that sleight of hand! Mwahahahaha
Booksy wrote: Could you use a Heal check that way to damage a prone enemy?
And if not, I'd go with bbt's original quoting of the RAW - move action, provoke AoO's.
If the enemy was helpless, not just prone, and you had the time, I would say yes. It would be a slower kind of damage than just stabbing them with a dagger, but if you can use Heal to fix wounds it makes sense that you could do just the opposite.
That is what the rules on it say so yeah just twice their hp plus their con would kill them.
When it says simply an object, it means something inanimate. A construct is a creature and animate. Magic missile would hit is just fine. Against constructs like golems, it would be useless because it allows SR(unless otherwise stated in the golem description).
As for the fortitude save, Magic Missile doesn't allow a fortitude save so it will still hit even with that rule.
I would agree that it couldn't be sickened either. But most way to sicken something requires a fort save anyway so it would be immune anyway.
I'm just curious about this evolution.
What is the die progression that it talks about?
Does it just go up from 1d8 to 2d6? and 1d4 to 1d6? and 1d6 to 1d8?
If someone uses evil eye and the enemy makes the save, it only lasts for one round. So to use cackle to extend that, would they have to use it immediately or would they not have a chance?
Also, could cackle be used to extend the duration indefinitely? If the player kept cackling over and over every turn, would it last until they stopped?
TLDR: 1 round effects on enemies. Do they end at the end of the round, enemies, or your turn?
Does cackle extend hexes forever?

Owly wrote: It's going to be difficult compelling your players to rp lying, I think. I respect where you're coming from, but I think your idea is going to frustrate you more than it will entertain your players.
My first thought is to take a page from the rpg Paranoia; wherein if you're not lying, you're probably on your next-to-the-last clone and Friend Computer is about to snuff you out.
Idea: A shrine is awakened upon the PC's entering. A representative of some diety appears and lays down the law "Eyes and Ears are watching you whil'st in this place, so you must lie about every little thing excepting that which is closest to your heart, that, the goddess will protect." which will create a sort of rp juxtaposition wherein the PC may express themselves in absurd ways while telling the truth about only one thing. Mind you, you'll have to provide plenty of impetus for out-loud discussion throughout this encounter, else you'll have people not talking at all.
Nah it wouldn't be. My friends would totally do that to f%## each other up. Sadly the campaign already has enough revealing of close to heart secrets.
Thanks for the ideas guys
I'm not asking how to handle it or if people could handle it or how people would react.
I asked if anyone had any ideas for the actual event or puzzle in the room that they would have to solve while some of them are lying.
This is the third time I had to ask....
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