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![]() Joseph Caubo wrote:
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:
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 ![]()
![]() Gelmir wrote:
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:
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:
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.
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![]() Mark Garringer wrote:
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 ![]()
![]() 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:
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:
It is adding another ability, but it is still an ability score boosting item, rather than something else ![]()
![]() Dragnmoon wrote:
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 ![]()
![]() 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) ![]()
![]() 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. |