Red Dragon

Shigamori's page

Organized Play Member. 21 posts. No reviews. No lists. No wishlists. 5 Organized Play characters.


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In response to having them feast on the dead party members, It does specifically say in their description that they do not like to eat fresh flesh. They would much rather bury it and let it rot for a while. They are also intelligent, like 10 or more int, so they won't bury it right then, and they understand a threat when the see one.


Joseph Caubo wrote:
bugleyman wrote:

Here's a suggestion: The # of XP required to gain a level = current character level.

So it would take 1 XP to reach 2nd level, 3 to reach 3rd, 6 to reach 4th, 10 to reach 5th, etc. This would have the effect of pushing people out of the initial levels more quickly, helping to alleviate the shortage of tier 1-2 and 3-4 mods, and into the "sweet spot" levels. Yeah, those last few levels would take a while, but so what?

While the spirit of this suggestion is good, I do not think it is conducive to lesser experienced players. I think the pacing is good because it allows newer players to adapt at a steady pace to the rules and mechanics of the game.

From another point, it would mean that PFS would be heavily loaded on higher tier scenarios, and that's a bit much to ask based on the extra amount of work it takes to create gameplay at higher levels. That is a lot to ask out (too much IMO) of writers and out of GMs who have to run those games, because they have a tendency to run longer than you would expect.

I think an experience pattern like this would be optimal:

2, 3, 3, 4, 4, 5, 5, 6, 6, 7, 7
(2 xp to hit level 2, 3 for level 3 and 4, etc)
This way it speeds up the first level, keeps pace for the lower levels so they learn the rules but don't get bored of constant low levels, but keeps it so that the higher levels last longer than a simple 3 modules.

But they seem to have something in mind, so these ideas are slightly moot.


Wraithcannon wrote:

Would it make sense to allow characters to use the Heal skill as a day job if they have at least one rank in it?

You're able to provide long term care, treat diseases and wounds, and provide other services that would be in demand as much as any other profession.

Also, Sleight of Hand can be used as a perform skill as well, but that still goes along with what you said earlier for the most part


Can't you take a 5 foot step into difficult terrain without penalty though? that would make this whole argument moot, as you can 5 foot on to the stairs, just not off them, or further down them.


If I flurry as a monk and use power attack, do I get the +2 bonus to damage on all of my attacks or do i get +1 on half of the attacks?


Gelmir wrote:

HEY! WAIT A MINUTE:

"Alchemists can use the Craft (alchemy) skill to produce
items with their Alchemy (Su) ability. Follow the Craft
rules on pages 91–93 of the Pathfinder RPG Core Rulebook
as well as in the alchemist’s Alchemy ability description.
Any item created must be properly noted on that scenario’s
chronicle sheet."

From page 20 of the PFS Guide to Organized Play.

So... looks like I CAN create my own potions!

Creating potions actually requires a feat, Brew Potion, which allows the caster to create magical potions with the same effects as the spell it copies. Craft(Alchemy) allows you to create alchemical items, such as acid flasks, alchemist fires, thunderstones and some poisons. You cannot create magical potions with the Craft(Alchemy) Skill, although there is a discovery the alchemist can learn that allows them to pass their infusions, which take the form of potions, to other people, which must be used within a limited time period.

As a note, item creation feats, including Brew Potion, are not allowed in pathfinder organized play.


Gelmir wrote:

Follow-up: When you say we can only get level 2 or 3 potions within PA requirements, does that mean spell level (invisibility vs. say, mage armor) or casting level (level 3 potency vs. level 1)?

Also, I suppose Alchemical Allocation would allow me to have something like permanent mage armor up for relatively cheap. That is fun.

All potions purchased (unless noted on a chronicle sheet) are minimum caster level. The level he was referring to was the spell level of the potion.

2nd spell level potions, such as Potion of Bear's Endurance will require you have 4 PA before purchasing (2(spell level)*3(caster level)*50g(potion price modifier) = 300g)
3rd spell level potions, such as a Potion of Displacement require 9 PA before purchasing (3(spell level)*5(caster level)*50g(potion price modifier) = 750g)


Arnim Thayer wrote:
They did... to avoid the caster with the second fireball. Didn't take the paralyzed Pathfinders with them, focusing on surviving to take out the remaining members.

I meant that with a paralyzed pathfinder (which can be done since they are helpless) Also, don't forget the 20%/50% damage reduction, this affects the PC that is being taken as well


Arnim Thayer wrote:

Ran this tonight and it resulted in a TPK in the third encounter... I agree with you, Mark; some of these challenges are in need of some adjustment! the party was fairly balanced with three characters of level 10 and the other three either 8 or 9! You would think they would have stood a better chance.

To be fair though, two fireballs by a level 10 wizard in close quarters will take out the bad guys... and do a fair amount of damage to your own party. Especially if they are paralyzed in the blast radius!

Spoiler:

Although it is mean, the xill should be phase shifting when they have a paralyzed party member, as they wish to use them for powering the ship.


Mark Garringer wrote:
fatouzocat wrote:
Great stuff Mark I think I will have to Purchase Seeker of Secrets. I appreciate your comments regarding ordered story lines. I would like the PC's to spend some time in Osiron and Qadira when away from Absalom do you have any recommendations of paths that run in these nations?

This is a great resource to help you sort some of that out.

It looks like there are 4 which are still legal for play. As Bob mentioned #39 The Citadel of Flame is fantastic, also a personal favorite. I have also run #3 Murder on the Silken Caravan, and started to prep #14 The Many Fortunes of Grandmaster Torch but never got a chance to run it. #27 Our Lady of Silver is a 5+ so your player might not get to that one for awhile.

Just looking over the Season summaries (0, 1, 2) it looks like Osirion is probably something you should start a whisper campaign for your players. Talk it up about how dangerous and mysterious it is (#35 Voice in the Void offers a great chance for that) since most of the available mods for it is 5+ or 7+

I personally have ran The Many Fortunes of Grand Master Torch (I was just uncertain as to if it was in Qadira) and it is quite an interesting adventure, and gives good insight into the workings of the Qadiran markets

Also, Murder on the Silken Caravan does come before Our Lady of Silver, as Our Lady of Silver has some references to what happened in Murder on the Silken Caravan


I believe "The Many Fortunes of Grandmaster Torch" takes place in Qadira, and I think "Our Lady in Silver" does as well


So, I ran this mod last night, and it ended up being impossible for my group to complete. It seemed far too difficult for the ELs listed, at least for Act 1, and had it not been for a very lucky few rolls, the party would have died. My major complaints with it, however, are Act 1 and Act 4

Movie plot spoiler:

Act 1: 1 Clay golem and 2 Fire Projectors. For EL 4 that was listed for the turrets, 6d6+1 seems far too high, especially for a touch attack and no limit on how many times they can use it (once per round, sure, but its not a spell, and there isn't a limit for times per day, and has a 30 foot range, far enough to hit everyone that is in the combat unless the run away and corner themselves. As for the clay golem, the Cursed wounds were very hard to deal with, especially only having a 7th caster level healer available. This dropped one characters effective max hit points to 11 for the remainder of the session. I did end up rolling a failed berserk check (round 8 of combat for the golem, rolled a 4 on the percentile) which caused it to attack the turret, being the closest thing that was smaller than him (nothing living was in reach) and spared the characters for 2 rounds. The PCs defeated him by throwing alchemist fires and running away, taking no more than 1 hit per round, killing him JUST as they were cornered on the other end of the ship.

Act 2: It was interesting, but coming out of act 1 with one PC with effective max of 11, and taking 1 con damage from the horrific gaze, it almost ended in a PC death, had it not been for the cleric's turn attempt that had it flee and return, provoking AoO's from 2 of the party members 2 times.

Act 3: Since there were no tactics written for the Xill, I originally had them planewalk into 2 flanks, attack the PCs and try to subdue them this way. Eventually I had them think that grappling would be quicker, so they can get a bite off and hopefully paralyze so that they could be taken prisoner, but this ended up helping the PCs in the end, as they were only attacking in the grapple at a +1 for all of the attacks in the grapple, and the PCs were succeeding the fort saves. Not a bad combat, and for having something in store should they fail this act, I was pretty happy with it.

Act 4: This puzzle stopped the party, they ended up leaving with no way to solve the puzzle, leaving them with no way to move on. The DC 20 Knowledge(Arcana) or DC 25 Int check was BARELY possible by the party, by way of the int check, and that was only if the rogue rolled a 18+ and the rest of the party succeeded on assisting him. With this failure, they only suffered the vortex, which they had a close call with, and had determined that they would not be able to succeed without major risk of death or other hazard. The disintegrate ray was especially worrying for me, as it would take out 2 of the party members, save or not, due to reduced hit points from the clay golem, and 2 of them would be hard pressed to live through it.

Overall, it seemed to be a mod that was far too difficult as written, and they did not finish the scenario.


Michael Brock wrote:

Shigamori, Since we had 9 tables scheduled and 9 DMs ready to go, I am currently working with a couple of those DMs to see if they would run a different game in that time slot since we have quite a few people who have played and will most likely only get 7 tables of the Special. Keep checking out the Warhorn site to see when/if they are added.

That actually sounds great, i really appreciate that.

As for judging it myself, I am not of the caliber of judge that should be running this in my opinion. I need a lot more experience judging before i even attempt doing anything at a convention


Dragnmoon wrote:
Shigamori wrote:
Yes, that is legal, but adding extra abilities to it that aren't a direct upgrade, such as adding armor to it or something, you can't do
Kind of Is adding another ability, instead of Upgrading the Dex Bonus you are adding a Con or Str bonus...

It is adding another ability, but it is still an ability score boosting item, rather than something else


So I can't Upgrade a belt of incredible dexterity to a belt of physical might?

Yes, that is legal, but adding extra abilities to it that aren't a direct upgrade, such as adding armor to it or something, you can't do


Dragnmoon wrote:
Shigamori wrote:
I mean, I could play it with another character, but he would be level 1, so I don't think i would have nearly as much fun as at level 10
ummm, it is not possible to play a level 1 character in the same scenario that a level 10 could play in or vice versa, so even if you wanted to, this would not be an option.

It's Year of the Shadow Lodge, the special event, it has all sub tiers in it (1-2, 3-4, 5-6, 8-9, 10-11)

but regardless, it doesn't seem you can replay at all unless you are needed to fill a 4th seat


I understand now, thanks


If you are correct TwilightKnight, then thats a little disappointing. I mean, I could play it with another character, but he would be level 1, so I don't think i would have nearly as much fun as at level 10

This was mostly brought up because that is the only game running in that slot, I figured if it was all i could play, I would play the top tier with the character that has already done it, for the fun of it, and to have a chance to finally play with the people who got me into PFS to begin with


I am about to go to Connoga, which will be doing the Year of the Shadow Lodge adventure. I have already done this scenario, and therefore cannot get credit for it again. However, I do still want to play it, even though I can't receive credit. Would it be legal for me to be seated at a table, using the same character/faction as I used last time to play? (he is higher level, I mostly wanted to experience the top tier in this scenario)


Ok, thanks for the response. I was mostly just looking at going from bracers of armor +1 to +2 or something similar (after I pick up a Monk's Robe, heh)


I have a quick question about magic items, in particular, items that scale up, such as a Cloak of Resistance, Bracers of Armor, Ring of Protection, etc.

Are you able to directly upgrade them by purchasing the difference in price, e.g. Bracers of Armor +1 => Bracers of Armor +2 costs 3000g, or do you have to sell the lower quality one for half price and then buy the new, upgraded one?

I am fairly certain that for Weapons and armor, you can just upgrade without selling and re-buying, but I wasn't sure about wondrous items, rings and the like.