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Goblin Squad Member. Organized Play Member. 431 posts (435 including aliases). 3 reviews. 1 list. 1 wishlist. 3 Organized Play characters. 1 alias.


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Sovereign Court

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GM Cthulhu wrote:

In the last session, the party finished off the trip through Roslar's Tomb and made it into the Bastion of Light.

The only problem was that they took damage from the sarcophagus trap, fought the Venedaemons, the Living Walls and the Rot Grub Swarm before entering the cathedral of the Bastion WITHOUT RESTING or even healing. So they were in no fit state to fight the welcoming party. We're two rounds in and they've decided to run away and return later.

So: what should I have waiting for them? Now that the cult is aware of the secret way in, they should do something to secure themselves from attack from that direction. I'm thinking traps, alarms and a much larger contingent of cultists. Not to mention a greater level of alertness from the other denizens of the Bastion.

Any good lackey should be reporting to their boss. The wight leading the welcome party resents being pulled off their research, so could see it as a way to get off guard duty. The report goes up the chain, and Val finds out that there are people running around looking exactly like his strange juju zombies that aren't acting quite right. He'll likely send a capture party, but also leave open the secret passage and instead set up an ambush, cuz they're obviously gonna try to come back. He wants to understand what happened, after all

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So, if I'm reading it correctly, Paladins are perfectly okay with lying now?

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How much easier would trivia contests be if recalling the knowledge meant doing an exact Google search?

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I didn't get there yet in this version, but I remember there being some guidance about having a year pass in-game when you first get your kingdom, so you're basically doing a full year of just kingdom events instead of adventuring to build the kingdom up and get it started. If that's still there, it might help bridge the gap a bit.

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Echoing a younger version of myself, and others, would also like to see a sample!

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keftiu wrote:

This book could also have wilderness exploration rules in it.

This could be a place for mass combat rules as well.

I was under the impression these were going to be in the Kingmaker rerelease.

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The Hideous Laughter Podcast wrote:

The trailer is already live on all of your favorite podcast listening apps!

https://podcasts.google.com/feed/aHR0cHM6Ly9mZWVkLnBvZGJlYW4uY29tL2Jlc3Rvd2 N1cnNlL2ZlZWQueG1s

I'm not able to pull this up in my app or a web search, just wanted to give a heads up.

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Paizo staff have moved related posts to the gamer life actual play podcast thread, so I think, and I believe have commented on blogs about sharing your home podcasts, so I believe they're okay with it.

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Rysky wrote:
Then I’m not really sure what you’re arguing.

Not arguing so much as confirming that there's no "...secret magic formula..." for "...unique, idiosyncratic, cool, surprising, exciting abilities..."

The only 'formulae' is the same target range of numbers and blanket creature type abilities that they released and printed in the book.

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Rysky wrote:
Having to rely on a monster building program to build your monsters isn’t really a good argument.

The existence of a calculator doesn't mean math is impossible without it.

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Can confirm as a freelancer of multiple PF1 monsters, the "monster builder" document was a macro'd excel file where you can turn on/off things already in the monster types listed in bestiary, a lot of "hp/saves/AC should be around X for creatures of Y level" and the pages with special attacks, abilities, SLAs and so forth only had colored blocks where you typed out the cool things you wanted your monster to do.

So, in essence, pretty much the same as now, but without the handy excel file to collect it all up and format it for you.

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I9 Kitchen: According to the text, the homunculus tries to flee to warn Vilree. According to the bestiary, homunculus has master link. Now, I suppose it could be a soulbound homunculus, but nothing I can see really suggests that. What after your thoughts?

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NECR0G1ANT wrote:
Runnetib wrote:
I haven't been able to locate an answer (or even the question) anywhere else, so I wanted to clarify: the sun blade focus spell still does full damage on a miss?
No it doesn't. Here's the link.

Thanks!

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I haven't been able to locate an answer (or even the question) anywhere else, so I wanted to clarify: the sun blade focus spell still does full damage on a miss?

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SuperBidi wrote:
Drawing a weapon provokes AoO anyway.

I've been looking for clarification on this as Jason Bulmahn said that drawing a weapon does not provoke in one of the Season 1 episodes of Knights of Everflame. RAW is pretty clear, but I'm want to know if that was a misspeak or RAI that needs to be confirmed.

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I don't specifically recall seeing it in the final rules, but I believe the Playtest had a Screened condition, which gave the target +1 to AC. I'm not 100% sure as that was a while ago, but I'm pretty sure that's what it was.

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Sfyn wrote:
A Treat Wounds failure heals nothing and puts the character in a 1-hour lockout from another try. After 3 consecutive failures (~10%, not that improbable), the character with 0 HP has yet to be able to stand. They spent a lot of time drinking tea with Trin while being bandaged for 30 minutes total in a span of 2 hours for... absolutely no effect, I could see the disappointment in my players' eyes.

Not specifically related to Treat Wounds, but:

Unconscious wrote:
...If you are unconscious and at 0 Hit Points, but not dying, you naturally return to 1 Hit Point and awaken after sufficient time passes. The GM determines how long you remain unconscious, from a minimum of 10 minutes to several hours...

So that 2+ hours needn't have been so.

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I have replied to your email regarding this issue.

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I have the complimentary Pathfinder Society subscription based on my other subscriptions from before the release of 2nd edition, but none of the scenarios have been delivered to my digital content. I've even re-confirmed through the subscription page a number of times but still haven't received them.

Just wanted to check to see if there was some issue. Thanks!

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hyphz wrote:
* The PCs have had to stop several times inside Spite's Cradle, usually to heal up to lose the Wounded condition. It will look extremely plot-fudgey for Vilree to have sent her Drudge an hour or so before the PCs arrive at the final location when the PCs have potentially been there for more than a day.

Seems like your only real option may be to let the fudge happen, or send scouts against them every time they try to rest, hopefully giving them the idea that it's probably not a good idea to sit around an enemy fortress hoping no one will notice the sudden departure of many of its inhabitants.

You can also bypass the final fight, have her come to them herself, thanking them for being so lax about their duties. She can still give the same "...don't bother saving the town, they're jerks..." speech, and if they don't just walk away, she can still tell them, well, they're probably too late anyway, since she sent the minion on ahead over an hour ago. Basically, stop her or save the town. If they try to fight her, have her lead them back through all the areas to her lab they haven't been to yet, fighting everything along the way. If you really want to be mean about it, have her at the top of the escape vines when they finally make their way into her final chamber, thanking them for helping to ensure the destruction of Plaguestone. She leaves, they give chase, big monster is still there to fight them.

Sure, it's lose-lose for the characters, but if they ignored an obvious time constraint, consequences happen.

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TwilightKnight wrote:
I'm a little disappointed that may "basic" GM screen will be obsolete six months after I bought it, but if the info on the Advanced screen is that much better, I guess its okay. The most important factor for me is that the advanced screen is available in landscape format. I have been asking for (complaining really) a landscape format ever since the original 1E screen was released and have to say I was really aggravated when Paizo chose not to provide that option despite reprinting the 1E screen twice. I was extremely pleased when the 2E screen came in both version as my g/f prefers portfolio format. Its hard to tell from the image and the description of the advanced screen has no indication of its format. Hopefully when it is released, there will be both versions available to appease all GMs. If it is limited to portfolio, I doubt I will buy it even if the content is better than the basic 2E screen.

I'm not seeing how the original will be obsolete as this is for the new rules info presented in the GMG. If anything I'd say you'd be using them together, if you use GMG content at all.

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Can we get an example card?

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John Lynch 106 wrote:
Out of interest we’re any questions from this thread answered?

At least a handful were.

On a personal note, I'm disappointed they skipped answering the question about non-vancian casting options that popped up a number of times.

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Is there a way to sign up for some kind of email notification if/when this gets a reprint and the physical product is back in stock?

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Zaister wrote:
Table 3–11: Druid Spells per Day (p. 312) has 4 cantrips on all levels. According to the text for primal spellcasting on page 130, this should most likely be 5 cantrips at all levels, just as with the other prepared spellcasters, the cleric and the wizard.

I confirmed this with the devs at GenCon that it should be 5.

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Diego Valdez wrote:

Hello Runnetib,

I have removed Druma from your sidecart and generated Lost Omens World Guide. So you should be all set.

Much appreciated!

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So I know it's likely minor pickings in terms of the data released, but between this, the playtest, and Oblivion Oath, I'm a bit stumped on Hero Points. They roll over between session on the stream (and they didn't in the playtest), but this calls out getting one at the beginning of a session (which I don't recall happening in the stream). Assuming they're using the final rules for Hero Points in the stream (and why wouldn't they) it seems to suggest that maybe if you start a session with 0, you get 1, but they do roll over and starting with more than 0 means you don't get one at the start of a session?

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Hello. Please make sure the Druma book is not part of my order/subscription as it keeps showing. I wish to start the subscription with the Lost Omens World Guide. I tried multiple times to make sure that was the option chosen, but Druma keeps showing up. Thank you!

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Good to see Chris Jackson's name show up on some fiction again. I really miss the Tales series.

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Sure, it won't work for Society, but you could always...roll for stats.

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I've figured out why we can't locate it. #85 is "invisibility"

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Captain Morgan wrote:

Speaking of automatic, Jason said there was no skill check! He just made them spend 10 minutes doing it. That is a pretty dramatic change. Certainly speeds up play though, I guess, but I wonder if there might be qualifiers. Maybe you can only identify items your level or lower without rolling, for example.

He was chatting during the twitch stream. He said he made a mistake there, and it does take a skill check.

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BACE wrote:
Elfteiroh wrote:
Darkwynters wrote:

In Episode 7: Rats What Friends are For (for good time and bad times), Jason states Zel can use any number of hero points (12:41)... but Spoiler 93 says a hero point is a fortune effect, which means you can only use on hero point per check)???

Small insight: my players have used the new hero point system and we love it!!! One player is very nervous because he has 6, but has come close to being knocked to 0 HPs twice...

Yeah, that was probably an handwave so that the game could run more smoothly. Also, that was one thing less Jason had to remember, and less hero point to escape danger later. ;)

It seems like there are two options here.

1. It was a hand wave, just like you said.

2. The way hero points work now allow you to spend multiple at once on a single die roll. This way you can get a bigger boost when you really need it, but you also can't go "I'll spend a hero point. Oh shoot, not there yet. I'll spend another one...still not there. One more...got it!"

It looked to me, through this and other episodes, that hero points are just used to reroll, not get a boost on your roll.

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malcolm_n wrote:

New day: Cards remaining are 6, 20, 26, 50, 51, 72, 85. Please ignore the false links above.

transcribed list

Plot Twist: They aren't fake.

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Love Urwal.

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Clarification, please.

Bombs will now do regular damage AND splash damage to the target on a hit, but splash damage now only effects surrounding creatures (and the target) if the strike misses. Am I reading that correctly?

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Deadmanwalking wrote:
5. Camels are not listed in the equipment section. I counted them as 1st level items of indeterminate price (since only combat trained mounts seemed 2nd level). The PC group wound up with two of them (and then borrowed more).

Lady Vord gives the party camels to use, so I'm unclear why you ran it this way.

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Reverse wrote:

Are there other AP spoilers I should be aware of to avoid elsewhere in the document?

Yes. In the adventure, at the beginning of (almost) every chapter, there are minor and major spoilers for many, if not all, 7 parts. I don't recall them all off-hand, but 2 definitively stand out. When I get home and to the book, I'll give you the chapter numbers, unless someone else beats me to it in the meantime.

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Choosing Creatures wrote:

Level 0 creatures are weaker than normal, counting as a

“party level – 2” creature for a 1st-level party

The math adds up correctly in the Bestiary. Though for that third encounter you listed, the XP does calculate to Extreme, but I think it's listed as Severe because if you don't trigger the alarm, the goblins aren't set up to use the trap in an ambush, essentially removing it from the encounter.

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Link

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The provided map says 1 square = 5 feet. Yet the description for N13 is as follows:

Dangerous Second Steps wrote:

The roar of churning water fills this massive chamber, which is some seventy feet across. The floor drops away for most of the length into a vast pit of surging seawater, amid which rise several stony pillars. The sides of these pillars are jagged,

but the tops are relatively flat, though they’re covered with strips of seaweed and seething with crustaceans while being constantly splashed by the waves below.

N14 reads:

Hall of Mirrors wrote:
This large room is empty, save for six iron-framed, ten-foot wide mirrors affixed firmly to the floor.

N12:

Repelling Portal wrote:
The creature is pushed back 20 feet...

Emphasis mine. With three definitive examples, I'm fairly certain it's the map scaling that off, and should be 1 square = 10 feet, but just wanted to bring it to your attention and get some confirmation.

Thanks!

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Personally, I'm adding creatures using that same table (I LOVE that table) but I also have a party of 7, so it works out quite well for me so far. The numbers aren't always exact, but it's close enough to still work.

So far I added 1 sewer ooze, 3 goblin warriors, 4 centipedes, and 1 quasit. I haven't finished the conversion yet, but this is by far the easiest time I've had in terms of increasing encounters for higher numbers. That table is invaluable, and one of my favorite things to come out of PF2.

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LoreKeeper wrote:
Runnetib wrote:
You can't even sneak across a hallway as legendary stealth, so I'd say a lot of the stuff is missing.

I think it is a purposeful design choice. They want you to use the Deception (Create a Diversion) action to be able to sneak across a hallway. Just being sneaky is apparently not enough, you need to be cunning too.

That moves you to sensed instead of seen, but the instant you cross that hallway, you're seen again.

SNEAK wrote:

You automatically become seen if you don’t have cover or

aren’t concealed from them at any time during your movement,
or as soon as you do anything other than Hide or Sneak.

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Virellius wrote:
the rogue grabbed the loot with a high stealth roll.

How? Skeletons have darkvision. Rogue is seen, stealth is nullified.

SNEAK wrote:

You automatically become seen if you don’t have cover or

aren’t concealed from them at any time during your movement,
or as soon as you do anything other than Hide or Sneak.

That room also provides nothing for cover or concealment, not even counting the time and noise it would take to search through the pile to find that loot.

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Vic Wertz wrote:
I've drawn it to the attention of the appropriate people. (It is very possible that this won't change until Monday.)

Thanks Vic!

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There are no "additional questions" for part 1, and the player tracking has nothing on it for them, except a notice that there will be other questions not related to the info tracking requested per that sheet.

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I've been looking for these since the 2nd. Today is the first time I actually saw those links in the banner for The Lost Star, but I'm having the same issue. The link redirects back to that page. It does show that 'files are ready to be downloaded, click again' at the top, but I did that, and the only thing that's new from the last time is the character sheet.

Short version, I, too, would like to know where they are and how to get them. Especially since I'll be running this tonight.

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You can't even sneak across a hallway as legendary stealth, so I'd say a lot of the stuff is missing.

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Deadmanwalking wrote:
Classes:They also have a bunch of Ranged Feats but very few ways to do Sneak Attack at range.

Or at all, from the way stealth seems to work.

Sneak wrote:
If you do anything else, you become seen just before you act. For instance, if you attack a creature you’re unseen by, that creature is not flatfooted against that attack.

You can't ever sneak up on someone for sneak attack, unless you act first in initiative or are literally impossible to see. And with only rogues getting surprise attack, no one else can ever...well, surprise attack someone and catch them flat-footed.

Unless there's some way to read it that I'm missing, and if I am, I'd like to hear it.

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I'm not quite a fan of the stealth rules either, as written.

Sneak wrote:

If you do anything

else, you become seen just before you act. For instance, if you
attack a creature you’re unseen by, that creature is not flatfooted
against that attack.

I believe this is the line JDLPF was specifically talking about, and it's pretty garbage. This makes it impossible to sneak up on anyone, ever, whether it's to jab a dagger in their throat, scare a friend as a prank, dump a bucket of ice water on the team leader's head for a job well done, sneak past a bouncer to get in the tavern, etc.

And the success condition of sneak just muddies things up.

Sneak wrote:

Success You become unseen by the creature (or remain so)

during your movement and remain unseen by the creature
at the end of it.
Am I seen during my movement (
Quote:

=Sneak]You automatically become seen if you don’t have cover or

aren’t concealed from them at any time during your movement

) or not, based on the success result in the same entry?

In essence, it seems sneak attack is only a sneak attack if you roll high enough on initiative. So maybe that's the thing: if you remain unseen (somehow, thought it's nigh impossible), you don't enter encounter mode until you go to strike, and you better hope your initiative beats theirs to get that surprise attack (and that's only if you're a rogue). No one else can ever surprise attack anyone.

I've got no real problems with anything else (except maybe resonance and definitely goblins) so far, but I wonder how after going through the process of rewriting stealth to make sense for 1e, they can completely backtrack and destroy it's usability again. And the ability to instantly be seen no matter what also destroys all the cool things that were previewed and listed as possibilities for skills feats. Sure, he's a legend and doesn't need to roll stealth; yeah, because he never does, cuz it's in the GMs hand now (okay, so all the GM rolls are another issue I have I guess) and because he can't actually stealth anyway cuz he'll be seen immediately.

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