It does prevent weird things happened. Like your wizard wearing heavy armour rolls a Natural 20 and is able to climb a sheer wall with no handholds.
In the new rules, if your wizard has STR 0 and is untrained in Athletics his climb would be 0. His heavy armour gives him a check penalty of -3 so his best possible result, on a Natural 20, is 17.
A sheer smooth and slippery surface would be of legendary difficulty, so as GM I’d set the DC at 40.
So the wizard would critically fail and probably injure himself on any roll except a Natural 20. On a Natural 20 he gets lucky and doesn’t totally humiliate himself by his failure. He does not, however, have a 5% chance of miraculous scrambling up the surface like some kind of super monkey.
Got a rules question about Pathfinder Second Edition? Post it here! And we might answer them on stream!
As it is suggested here, is the inclusion of Spring Attack as a bonus feat for the Gendarme a typo (since none of the prerequisites for this feat are bonus feats)?
If not, and a character doesn't meet the prerequisites, and has no other bonus feats to choose from, what happens?
If you think one of your players is likely to play against the precepts of his or her deity, I'd give them a subtle warning before their first offence (e.g. "would a Cleric of Pharasma usurp the power of life and death from his deity?") and after the session encourage the player to purchase a Phylactery of Faithfulness (Ultimate Equipment p252) to avoid getting into trouble.
In any case, would it have mattered had the cleric known the sheriff's alignment? Does evil deserve to die more than good? How could your cleric presume to know the mind of the Lady of Graves as to whether the sheriff's time has come? The Lady's way is to withhold judgement until life runs its proper course (ref Faiths of Balance p16).
I'd thought as much! Thanks for the reply. If I can get my players to invest enough time to SEE a rune giant... well, I figure wizkids can have some of my money at that point. :P
I have the WizKids Rune Giant and it is awesome. However, if you still want to go on the cheep, there is a rune giant paper mini in the Paper Minis RotRL Bestiary.
City of Golden Death concluded with
the players returning the Kassen and putting the spirits of Ekat and Asar to rest.
Picking up from that ending, if I were writing the sequel here's what I might do:
My Players NO:
First part is a travel story:
Second story is a diplomatic/counterespionage mission:
Third story is an infiltration/assasination mission:
Interested in thoughts, critiques, etc.
My party is nearly finished with Masks of the Living God, and I've been having the same thoughts. I've been thinking of creating my own follow-up adventures in which the players follow their Pathfinder Society contacts to Absalom and maybe even join the Society themselves. The Society could send them back to the Lake Encarthan region to investigate moves by the Church of Razmir to infiltrate other nations of the Lake Encarthan / River Kingdoms region. Perhaps they've already got the Molthune government firmly in their pocket. In any case, it surely has to end with a big showdown in Thronestep with the Living God himself!
Personally, I'm hoping that with the new 64-page module format that someone will design a module that can lead to such a showdown.
I think a Faiths of the Inner Sea book in the Campaign Setting line would be highly desirable for GMs, containing all the background and history of the different faiths. I'd like to hear more about hierarchy and the different orders of Paladin that exist within the Church of Iomedae, for example.
In a previous campaign I ran using a different D20 game I used the story-based advancement method and it worked perfectly well within the context of that campaign.
In the current Pathfinder campaign I'm running I used XP-based advancement and it works perfectly well for this campaign.
Adamantine Dragon wrote:
To address your points:- I haven't had any accusations of favouritism - the GM has to be seen as impartial and players will accept whatever decisions are handed down.
- I keep track of awards so as to keep disparity to a minimum - current disparity in my campaign is 50XP. Disparity might widen as the campaign goes on but so does XP required for next level, so it tends to even out.
- Different encounter outcomes are not "arbitrary" - they are predetermined. The players generally know what they're supposed to do. If they're told to capture someone but end up killing them they don't deserve as much XP. As an example, in this scenario I might set XP award for a CR4 encounter if they kill the opponant and XP for a CR6 encounter for capturing, since capturing often is more difficult.
- Yes, players think about the next level. So what? I don't think it's effected anyone's ability to play their character's current abilities. I really don't see what you're trying to get at with this point.
- The reason many players have opted to play Pathfinder, as opposed to 4E or many of the other wonderful systems out there, is because they're driven by a sense of nostalgia. If something is a bad tradition, sure, dump it, but there simply isn't any evidence that XP-based advancement is a bad tradition. It's just a mechanic that some people are bad at managing. Others make it work perfectly fine.
I'd suggest you look at your particular campaign and ask yourself what works best. But keep in mind that what works well in a particular campaign doesn't necessarily work as well in a different campaign.
I personally have no problem about people who don't want to use XP in their campaign. You can easily create a mechanic where characters level whenever they achieve a particular plot element.
I use XP because my players expect it. Advantages of using XP:
My players know that if they haven't hit a certain XP target by a certain point in the plot they'll have to deal with random encounters to make up the difference. It gives them a bit of added incentive to immerse themselves in the present story more thoroughly before moving on to ensure they've squeezed as much XP as they can from it so they don't have as many random encounters to deal with later (story XP is usually easier and more fun to collect then random encounter XP).
I believe in finding in-game solutions to problems whenever possible. Here is what I would do:
When Roldare teleported back to town, the Mayor managed to get a story out of him. When the party gets back, they will find that the mayor, Captain Wisslo and Golfond Kir are waiting to arrest Jay for murder and attempted murder, as well as to welcome back and congratulate the others. Perhaps have Sir Dramott hanging around in the background being "casual" in case things get out of hand. If Jay resists arrest, that should be enough indication that he doesn't belong in the group, as well as an easy in-game way to get rid of him.
Otherwise ... the mayor gives the party a secondary mission for the next module. They are to escort Prisoner Jay to Tamran and hand him over to the Church of Pharasma where he will be tried for the sacrilegous act of "playing Pharasma" - i.e. for assuming that he has a power over life and death that belongs exclusivly to the goddess. If he is willing to confess and make atonement, the Church rules that his punishment is to undergo a religious ritiual and results in a permenant 10pt ability score drain. If he refuses to confess, then he will be "sent to Pharasma" by his religious superiors.
Reference the position of Azlant v. the Inner Sea (where Aroden found the Star Stone), two other suggestions/thoughts include: perhaps it's due either to the original meteor being broken up upon entry (and the Star Stone is just what survived), or perhaps it literally "bounced" and was deflected off of whatever magical wards ancient Azlant had... still causing untold destruction, but deflecting the actual stone into a side-path, causing it to carve a deep rift and thus create the Inner Sea. Or perhaps both! Or perhaps it was a summoning of many smaller meteors, too! We don't know for sure, and it's great for GMs (as mentioned by Star Shadow! I have original ideas, I swear! :D).
As I referenced before, the Inner Sea World Guide does actually speak of "a shower of great stones tumbling from space" (ISWG 211). Whether this shower tracked east to west or west to east we don't know, but presumably the path of the fall streatched from Azlant to what is now Absalom. They must have been pretty huge rocks to split apart a continant and open up the Inner Sea. Whether the Starstone was unique or whether each rock has the same properties but only one of them was actually dredged up remains unknown.
Star Shadow wrote:
Campaign Setting spoiler:
Earthfall occured in -5293 when the Starstone hit Golarian, created the Inner Sea, and heralded the Age of Darkness (Inner Sea World Guide p33).
"In preemptive retaliation for their disloyalty, the aboleths looked to the stars, uniting in an unspeakable ritual that brought a shower of great stones tumbling from space. The resulting catastrophe shattered the island of Azlant, wiping out its people and creating a ruin-laden maze of crumbling sea canyons where once a mighty empire had stood." (Inner Sea World Guide p211)
Aroden later brings the Starstone up from the depths of the Inner Sea and founds Absalom to bring in the Age of Enthronement (Inner Sea World Guide p35), so I think it's fair to assume that the Earthfall event's epicentre was near the current location of Absalom. The impact created the Inner Sea but was also powerful enough to sink most of Azlant and fragment the rest.