Ryphus's page

Organized Play Member. 35 posts. No reviews. No lists. No wishlists. 14 Organized Play characters.


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Dark Archive 2/5

First time Volunteer for Paizo this year, I really enjoyed being a Tier-1. Running the Quest tables was neat and got to meet a lot of new fun players and newbies. Certainly got some of them to drink the Pathfinder Kool-aid and buy those wonderful paperback core books. The Westin was lovely and convenient. No strong opinion on the 1 AM end time. Shout out to Seth who was our HQ guy for most of the Quest stuff, amazing at Marshalling (as were most of the HQ staff this year). My only thoughts for doing better was the GM's for the Quest had little instruction on Thursday morning, and we kind of figured out what to do as we went. It was slow, one GM even somehow got to go to the Dealer's hall. In truth I kind of thought going in we were running all six parts at a time for one table. A little heads up for each GM on how the quest stuff will run would be appreciated. Especially since I bet those GM's will tend to be newer volunteers as I was. All in all great con! My voice is almost back to normal and had a blast!

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John Compton wrote:
Ryphus wrote:
Is this slotted to be ran at Gencon? My schedule as GM has a lot of slots listed as "Hero's Echo."
There will be several tables running this adventure's six parts as demos throughout Gen Con 2016. I suspect that your schedule does refer to this.

Thanks!

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Is this slotted to be ran at Gencon? My schedule as GM has a lot of slots listed as "Hero's Echo."

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Man as if season 5 wasn't hard enough for my group lol. My group isn't getting out of the World Wound alive.

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Hence the part where I said "at no point should a character die from a death attack in this scenario."

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I'm going to run this tomorrow and I am planning to play around a little loose on the death attack. I agree completely at no point should a character die from a death attack in this scenario. Just how I view it. However I want to develop the theme she's a bit older and maybe she doesn't realize she's not as powerful as she used to be. I'm going to let her get a death attack in, however because she's weaker now, if it hits, it's only going to paralyze the PC, if they make it it will leave a smoking hole in their shirt. The players don't know about her limitations, so the sheer "OH *&%^" of that happening I feel would really add some excitement to the encounter. At worst one of the melee guys is paralyzed for a bit while all hell is breaking out. I would like them to enter the shop and find an old lady smiling and offering them tea and snacks. I'd love to be able to RP them into a false sense of security then BAM. I think it would create a great moment that they would talk about. Just my thoughts on it.

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If you look at Ascalar's Morale section in the module it mention that yes he does surrender after a certain amount of HP is left, but then goes on to say "He will of course betray the PC's at the first opportunity." This will allow for both the Silver Crusade to make an attempt to capture him, but then allows for the other factions to off him when he makes some sort of move. Why not have him try to attack someone during one of the other combats? This seems like a minor issue that only becomes a larger one when the intended actions in the box text get ignored.

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Just ran this for my local group tonight, and had one of the best times running a module I've ever had. This particular set of characters did a few pieces of the Hao-Jin tapestry missions, and just so happened a few of the players who were involved in Anglorns death just also happened to be playing this module. Enjoyed how certain players really went after Tancred with it too. Our Cheliax player had just barely survived getting through "Fortress Of the Nail," and this was great fun. We've been getting good use out of Tancred and he's quickly becoming a bad guy we like seeing pop up. Great module, lot of fun! The influence tracker Lady Ophelia put together was a blessing! Thanks all for helpful comments about rules questions, procedures, and fun ideas.

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I ran my groups Wonders 1 session last night. Quite interesting, the lizard fight ended up being quite fun. I misjudged that one. I wish we had run higher level, would have had more fun lol. We have an Osiria nut in our group, from Knowledge engineering to linguistics, the rest kind of hate in game puzzles, so I gave him the information, he rolled linguistics twice, then pieced it all together. The two different sets of equations threw him off a little bit, but then just used the answers as the combo lock and moved on. Using the tunnel (which they had found and explored) to bypass the door didn't occur to them. But this was really a session for my player who loves Osiria.

The mummy fight was fun, because none of them had anything that did cold damage, and one of them used an attack that did two points of damage lol. Was fun to watch brown mold skeet on their characters. None of them had Draconic as a language, which was also fun. We had lots of laughs, was a good module.

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Mergy how was that accomplished? Just in case it pops up.

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Hence my guess open war with the Aspis Consortium is on it's way! :-) I hope anyway. It sounds fun to me.

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I'm the rookie in the group so I already know who's eyes will open wide when I describe the Mummies lol. I was worried it was a new thing and then would wipe some people who would not take it well lol.

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The Tapestry is a great idea, I'm going to be running both Wonders sessions for my group. But I almost smell a full fledged war with the Aspis Consortium coming up. Which sounds awesome. Thanks for dropping some previews on us Mark!

I read up on brown mold Githzilla, thanks for clearing that up. Makes a lot more sense now, and now that I know it's a bit more common then I thought, I don't feel so much like I'd be blind siding them with an uncommon thing. Because mostly I'm a pansy gm. *cries*

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I don't know how far they are going to take it, I'm going to run Wonders in the Weave 1 and 2 for my group in order so we can get the boon. The special boons are great, we just got done with Quest for Perfection and the Axe beak is great.

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Yes but I think it says in the adventure they leave a trail of the stuff that crossing through the square will still do the damage. I have the map done on gaming paper, so I think I will have brown marker trailings where ever the mummies go.

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Actually I had a question for anyone who has ran this. Needless to say Spoilers if any of you are reading this without planning to run it. In room A8 the mummies give off the 3d6 cold non lethal damage from the brown mold, the mold can only be dispersed by COLD damage? Is the scenario's creator just being tricky, or is that a mistake? How did groups anyone ran handle this?

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Bucklers are the Bard's best friend. Also make sure you are dropping levels in Performance Singing or Oratory. Two handed weapon, with a chance to drop a spell if you have to, and later your performance will be basically free to do. I love Bards.

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I modeled my Gunslinger (named Roh Lan, he's from Tien lol) around Roland, and I went with the Pistollero archetype. Works pretty well in my mind. Mechanics built around the pistols and his feats he get work well. He's a society character so he can never get the revolvers, but for a home game where advanced level fire arms are available, when you get both your fine handled revolvers you are moving right along ye ken?

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Well I'm a human so my first two feats were Precise and Point blank (in the correct order). Next feat I took was rapid reload. Just to clarify. I'm pretty much good, thank you all. I guess there isn't really a comprehensive list of which ranged feats are good to go. But as long as it doesn't mention bows should be fine. Thank you all.

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Also I am using paper cartridges to get reloads down to a swift. There is no way to get it down to a free is there?

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Well at this point I'm level 3. So I already have rapid reload. It's the next few levels I'm trying to figure out. I'm about to get a plus one double barreled pistol now that I have enough prestige to pick it up. Then when I get a little more cash get it Reliable and Lucky enchanted. I wanted to make sure certain feats were A-okay with guns. I think you are right Paz. With signature deed being way to off and Vital strike not ready till level 5. I think rapid shot is a good choice.
Which is better at 4 though? Deadly Aim or Rapid shot?

So revised tree looks like
1. Point Blank* (Already taken)
2. Precise shot*
3. Rapid reload*
4.
5.
7. Vital Strike

Diego I looked at that. And maybe it's just because up to this point multiple attacks wasn't an option really anyway, but I've had no run ins with constructs or anything with DR I couldn't deal with. P and B helps. But I looked at clustered shot, I think that might be a good 9 feat. I kind of like the snap shot chain, but it takes several feats to get together. And I think I like the idea of these multiple ranged touch attacks. Even if my life will get more expensive :-D

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I don't really want to pursue a melee pistol feat chain, but I rarely get to talk to anyone about it. I'm the only one who's played a gunslinger in my PFS group lol. Don't get to talk shop a lot so to speak. But agile maneuvers is a good call. You get knock down shot at 11. So that's probably as good as knocking things prone as my build will get. But thank you all for the discussion, this helps a lot. The chart for the guns in U.C. doesn't list them as anything other then Firearms. So not sure if they qualify as light weapons. I'd like to know, I have an odd feeling I will get grappled soon.

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Well admittedly it's a far fetch. But I just barely provide flank (which is generally not something I like doing since I don't enjoy being in melee). But on the off chance something tries to run by me, my strength mod is a dump stat. It'd kind of be nice to have a chance at hitting. Plus I just want to know for knowledge sake lol.

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Never mind, I just saw signature deed is for 11th level. This has been very informative, thank you all. Are pistols considered light weapons for purposes of Weapon Finesse? Thinking of rapid shot with a double barreled pistol.

So far I have.
1. Point Blank
2. Precise shot
3. Rapid reload.
4. Deadly Aim
5. Weapon focus
7. Vital Strike

Just trying to put together the rest in order. I'd like vital strike, but don't get +6 on BAB till level 6, so might as well save it for seven. Snap shot seems awesome, but I am trying to get my damage up sooner.

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Looking at Vital strike and making my up close and deadly shot a free grit action. if I am thinking right, at 5th level I am going to get 2d8+1d6+6 (vital strike, plus free up close and deadly +4 dex, +1 enchantment, +1 for point blank shot). Already have precise, point blank, and rapid reload.

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Thank you Callarek, I'm sure this is a topic that has been covered but I couldn't find it. I did find a discussion on "Pistolerro" which was super handy since that's the archetype I took.

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I swear I read that...*sigh* I need more sleep. Thank you both. That clears that up. Now I just need to figure out my feat tree.

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Thanks Alexander, I FIGURED, but I couldn't find any errata or clear posted ruling as to why. I didn't see it in the Society field guide or anything. Where did you come across it?

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Hey guys, I scoured the forums but could not find an answer to this question. What level of tech for firearms is legal in PFS? To the best of my knowledge I know the Early Firearms chart on page 138 of U.C. chart 3-4 is all good. What about the advanced firearms same page cahrt 3-5? I ASSUME those are not legal for PFS. But I'm getting to the point where a revolver would be a quite worthy investment. But I have a feeling it's not legal for play.

My second concern is I can't find a comprehensive list of which feats would apply to fire arms as well as bows. Multi-shot. I'm sure this has all been hashed out, but I couldn't find it. My board searching foo is weak. Spirit is willing, but the flesh is spongy and bruised.

Thank you in advance!

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The Happs fight is supposed to be a cake walk. A few lazy mooks wonder in to a fort with PC's waiting in ambush. Easy. Even if they don't ambush. My players hid and closed the gate behind the bandits when they came in. It didn't last long after that.

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Given that he has that background, perhaps he won't be a good fit for your table. But I'd just talk to him in that vein. "Look we're not going to be as interested in breaking things as you are, I can't afford to have you steal the whole spot light 24/7, at the expense of my other players. You want a character that can do it all and doesn't need anyone. I have a table of people who created characters with flaws and the need for each other. Your idea might hurt the social aspect of it."

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Kingmaker has been fun. I've been running it for my book, we just recently started book 2. Don't worry so much about the Kingdom Building just yet. For now story wise, your sword wielding guy is very desirable given the circumstances of what is going to happen in Brevoy and the Stolen lands. The campaign you will be in needs a guy who is on point with his blade and sharp with his wits. Worry about the big picture when you actually get to it. There's lots of ways to die before you even get to building anything. :-)

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I find it interesting that a lot of people IMMEDIATELY jump to "Don't even let him play." Is this still AD&D? Is the GM the mortal enemy of the players, and no back talk will be tolerated, all wrenches in the DM machine will be instantly met with character death? Easy way to deal with this, make him show you the character. It should take a lot of work to blind side the GM, it should be a clever maneuver done IN GAME. If you don't even look at characters before a campaign starts or you allow a new player, quite frankly that's on you. The GM's job becomes harder when they don't even know what characters are going to be in the story. Have him explain the character out, before the game, and if you feel it's not appropriate, tell them no. If they don't like it and don't want to play, meh. Don't let the door hit you on the way out. Most players (at least ones I've met) will take your explanation as to why you're not going to allow it, and move on with a new character, or to something else if they are that childish about it. I think disallowing multi-classes or prestige is like using an atom bomb to handle a traffic ticket.

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General Chaos wrote:

Yes, all the KM for 6 player guides are written for medium advancement.

In addition to the content provided you should also be putting in extra monsters in random encounters, as they're supposed to account for - I can't recall the exact number - but about 10% of total XP.

Yeah I heard you'd average at least about 7 encounters from the random chart. We have another table doing the same thing, we both rolled trolls 76-79 I think on the chart lol.

Thank you though. I feel a lot more confident about this now.

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Rodel wrote:

Thanks for putting in all this work Alex, so us lazy DMs don't have to. My group for Stolen Lands is only four, but I expect to add one or two more for RRR. I'd be interested in a conversion for that one. Oh, and I am willing to help if you would like. Let me know.

Turin- I'm generally more or a "Hey, what the frack? Stop being so stingy and get me a second glass!" kinda guy :P

Just wanted to say I am running a 6 person Stolen Lands, and we are only two sessions in, and I am realizing now there will be XP shortages, I found your work on this at exactly the right time. Thank you for doing this, the XP track for exploring fix is ALREADY a huge help. Thanks again! I will keep updated on any information about fights you want.

I do have one question. For the 6 party run through, are you still looking at medium advancement? You mentioned you didn't think fast track was optimal, are you still in favor of medium?