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I appreciate the responses. We are deep in the Mwangi Jungle and level 6. The DM has estimated we are about 15 days from Magaambya, which we figured would be the closest location to us with a good chance of finding a high level caster. Raise Dead would not be feasible because of the time it would take to do to a caster. We did look at the chart for spell casting, but figured that the modifiers would be a lot higher. 25% for a casting time higher then a minute does not seem to take into account rituals that can take days to cast. Plus the ritual is uncommon so there is also the 100% modifier as well. It seems like death in PF2 is a lot more restrictive then in other additions, unless we are missing something. I'm not saying that's a bad thing, but when the character died we assumed it would be pretty easy to bring them back and it looks like its not. Anyone have experience with applying these rules in a session? ![]()
We had our first death during our last PF2 session and the player would like to keep his character. At that point we started diving into how to bring them back to life, and determined Resurrect would be the best option. This led to looking closely at the ritual rules, and we came up with some questions. 1. How much does it cost to hire someone to cast Resurrect? There is a material cost associated to the ritual, but is there any mechanic to determine how much the caster and the two assistants would charge? We determined that they would need to be pretty high level. 2. How easy would it be to find a willing caster/assistants? At the bare minimum you would need a 9th level character along with two higher level assistants. At 9th level, the chances of successful making the check needed for the ritual is pretty low, so the character would need to be even higher then that. How common is it to find NPCs that high level? 3. Do you roll for success of the ritual if an NPC is casting it or just allow an automatic success? ![]()
Maybe I am just misunderstanding, but she can claw and bite without breaking her dance. She she would kill four party members, then grapple the last one, right? Norin d'orien wrote:
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The party is all currently level 5, consisting of the following characters: Horus, human fighter. He is a sword and shield fighter. Jaktar, samsaran alchemist. Throws bombs and and also turns into a
Red, vanara gunslinger. Musketeer specialist. Quorin, half-elf, fey-blood sorcerer. He is specialized in enchantment magic. Guillem, human cleric of Abadar. Melee fighter/healer. He is an NPC character, because no one wanted to play a healer. The encounter started with them chasing the very wounded grimstalker into the tower. They raced to the top of the tower and found the grimstalker croached besides the Dancing Lady. She attempted to start a dialogue with the party, but they immediately jumped into initiative. They all concentrated their attacks on the grimstalker until he died and then the Dancing Lady stood up and started her dance. They all failed the saving throw. I tried to think of something on the fly, but it was getting late so I just decided to call it there. We start again this Saturday. ![]()
Hello, My players have made it to the battle against the Dancing Lady and they have all failed the will saving throw. I have read the thread which says that the Dancing Lady cannot grapple and continue dancing, but that she can attack and dance. Effectively, this could be a TPK, which I do not want to do. My players prefer to win, and get6 really frustrated when bad things happen. I ended the session with them all entranced by her dance. I had her use detect thoughts on them and asked each player how they would feel about an alliance with the Dancing Lady, hoping to resolve the situation that way. Out of the five players, only one said they would work with her. The others said they will kill her when free. Any ideas on how to resolve the situation? Thanks. ![]()
My group will be starting Kingmaker soon. We have been away from Pathfinder for a few years and are looking to make a come back. Everyone is really excited about the concept of building and ruling a kingdom of their own. Several of my players are very mechanically driven and from reading the posts here it looks like the rule system included in the AP is lacking. I notice a couple of different supplements mentioned to assist. My question is, would you suggest using Ultimate Campaign, Book of the River Nations, or some alternative kingdom rule set? I really appreciate any insight or suggestions that can be offered. Thanks! ![]()
TClifford wrote: Lolz. You know Mike it is nice to see that you still have a sense of humor after going though this early nitpicking rules phase. This has to be living hell. In the long run, don't sweat it. There is always going to be a vocal MINORITY that wants to rip through your rules to find every single loop hole [I'll admit it I was one early on]. What really changed me was when either you or Vic reminded us that this is a Cooperative card game, not a Competitive card game. That kind of click a light bulb in me and really got me out of the MtG mindset. Remember you have a great game that tons of people really like. I really disagree with this statement. I am one of those people who will rip through rules and nitpick at every loophole and its defi nately not because I dislike a game or like to complain. It doesn't matter if a game is competive or cooperative, light hearted or serious. Rules need to be concise and comprehensible. Its important to me when I read a card and my co players read the same card we automatically come to the same conclusion on how it works. The more personal interpretation and house rules needed to make a game functional, the less I personally find enjoyment from it. I think people who spend a lot of time on these forums debating the details of how the mechanics work are doing it BECAUSE they like the game. Its good for a new game, especially one that sets to be as exapandable as this one, to address mechanical issues early on. That way future expansions can be streamlined. This is totally my opinion. Everyone gets something different out of games and some people like playing it loose. I am not saying thats wrong, just not my view on games. ![]()
Cheezgrater wrote:
If you use the Great Axe card as a precedence, then it seems pretty clear that Lini's power as written replaces the d4+2 with a flat d10. With the great axe is assume "strength die" is defaulted to modified and when speaking about an unmodified die, the card explicitly states that. I'm not saying that is how it is intended to work, but thats how I am reading it now. As austinmonster said, this is a cooperative game and you can rule it however you want. For me though, it makes it easier to hash out these rule issues early on so as the game grows, things are more clear. ![]()
I agree with you QuantumNinja, but not initially. It just hit me while playing yesterday. I think "strength die" would be the d4+2. I did notice the thread after I started this one, and I have read through the other thread now as well. Some good debate going on there and I too am looking forward to seeing the official ruling. ![]()
Its not a big deal, but I was reading through the new monsters presented in the Stolen Land bestiary and I found a few descrepancies. They are all related to the "flavor text" of the monsters, but I find it weird that the writer contradicts himself like that. Its hard to get an understanding of how the creator intended the monsters to behave. The first one I saw was in the Tatzlwyrm description. In their description it says, "tatzlwyrms are deeply cunning, building complex lairs.." and then later on it says, "and laziness prevents them from complex and time-consuming tasks like constructing more elaborate lairs.." Now which one is it? Do they construct elaborate lairs or are they too lazy to construct elaborate lairs? The other one I found was with the Thrawn. In its descrpiton it says "Ogre-like in stature and dimwittedness.." and its actual stats represent that, with a negative intelligence and charisma. Later on in the entry, Ed Greenwood comments on how the thrawn are "intelligent tricksters" who can "stalk PCs for long periods, deceiving players into thinkinging their up against a secret society or a wizard.." These are large ogre like creatures, with a negative stealth, Intelligence, and Charisma. The statistics and opening description really contradicts how the creator imagines them to be portrayed. These contradictions aren't a big deal, but I just found them odd. I know DMs have creative license to have the creature behave in any way they wish them to, but I'd prefer to actually understand what the original writer intended for these creatures. ![]()
Is this out? Im a subscriber and haven't even received a shipping notice or the PDF yet. delabarre wrote:
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Ok, so a cleric who worships a neutral evil deity CAN be neutral because it is one step away from neutral evil on the evil/good axis? and You can't worship Trelmarixian because he is in the Pathfinder Campaign setting and not the core RPG book? Joshua J. Frost wrote:
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I asked a similiar question in the general Pathfinder forums, but I have a follow-up question specific to organized play. My home group is starting Pathfinder society tomorrow, and we are all new to orgnaized play. I was making my character and came across Trelmarixian the Black in the Pathfinder wiki. Can I be a cleric devoted to him in Pathfinder society? My original question to the general forum concerned being a Neutral cleric of a Neutral Evil deity, since you can't be evil in organized play. Some people thought that you can only be true neutral if you're deity is true neutral but another guy said that was an old rule that was removed in Pathfinder RPG. Since clerics are strongly influenced by their deity-choice I would really like a definitive answer on how cleric alignment works in Pathfinder society. I'd hate to have to scrap my character because I found out that he wasn't rules compatible. Thanks! ![]()
I really don't understand. If you look at the alignment chart on 166, it says that a cleric must be within one step of their deity's alignment. Neutral is one step away from Neutral Evil on the Good/Evil axis. Now if cleric's can't be true neutral unless their deity is, then that explains it. But I can't find anywhere that says that. I'm not saying you're wrong, I just am trying to understand how it works. the DZA wrote: It's my understanding that a cleric can only be True Neutral if his/her deity is also True Neutral. Page 39 says that they can only be one step away on the Law/Chaos axis or the Good/Evil axis. So Trelmarixian's allowable alignments would be correct.
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I have a question about the archdaemons. I don't actually own the campaign setting yet for Pathfinder, but I ran across them on the Pathfinder wiki. I was going to make a cleric of Trelmarixian the Black, horseman of Famine, but I noticed on a sidebar the wiki mentions that the only allowable alignment for its clerics is NE, LE, and CE. The Horseman's alignment is NE. Is something mentioned somewhere that archdaemon's clerics don't follow the normal rule of allowing clerics to be one step away from their deity. Normally, a cleric of a NE deity could be neutral. Thanks! ![]()
Our group has decided to start up Pathfinder Society, mainly as a fill-in until we can get the next Council of Thieves adventure path. I have already downloaded and sent out copies of the Pathfinder Society guide. I guess I'm a little confused over the whole Season 0 and Season 1 thing. We will be using Pathfinder rules, but we don't mind converting adventures. Would you guys suggest starting with Season 0 or just skip right ahead to Season 1? Besides the obvious rule set differences, is there any other fundemental differences between the two seasons? I was reading that GMs don't get credit for Season 0 stuff and that the faction quests are only in season 1. Is that accurate? Thanks for any advice concerning this topic. ![]()
What are the chances that the PDF will be shipped sometime this week? I need to start planning what we will be doing Saturday and I know Pathfinder says that it has a ship date of mid-november, but someone told me that subscription members usually get the PDF earlier then anyone else. Ross Byers wrote:
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Does anyone know if there is a release date for the next AP? The Trials were shipped to me on the 21st of last month, so I figured the next part would be around the same date. In anticipation for that, I placed an order for several other books and indicated for them to all be shipped together. Its a week past now, and still now signs of shipping. I'm thinking maybe I should just cancel the order and get the books some other time. ![]()
Name: Kenshin Hymura
After the battle, the mayor was gracious enough to pay for his ressurection. ![]()
yoda8myhead wrote: You could subscribe to the AP line. This would mean #26 would ship to you in the next few days, and you'll get the pdf immediately when it does. Subscribers generally get access to pdfs two to three weeks before a book's official streetdate. Seriously? If you're sure that it would ship that much earlier (sometime this coming week) I'd definately subscribe. ![]()
I am currently running a group of 5 people through the Council of Thieves story line. This is our first introduction to the pathfinder world, and Paizo in general. The group finished up the module a lot faster then expected, taking 2 Saturdays to get to the end. We still have a little mor eof the last encounter to go through, but then we will be done. I worked out the math, and with story rewards they should judt hit 3 by the end. My question is.. what would you guys suggest we do while we wait for part 2 to come out? From what I understand it won't be until 10/07, so thats at least 2 weekends. I was thinking on picking up the Crypt of the Everflame module, even though its for level 1 characters. I could just upgrade it a bit. I'm just concerned that if I do that, the players would just out-level the adventure path. Anyone play through or run the Everflame module and think its possible to adapt it to a group of 5 level 3 players without impacting the story too much? How about the impact the extra xp/magic items will have? Do you feel it will make the players to overpowered as the Council of Thieves progresses? Thanks! ![]()
You guys have cleared everything up really well. The wiki is especially helpful with the gods and giving a bit of flavor to the setting. I loaded up my cart with a few of the mentioned books, specifically the Campaign setting book, but I'm hesitant to order it. What do you all think the chances are that these 3.5 books will be rereleased as PFRPG books? Or that the info will be redistributed in future supplements? Some of the books, like the campaign guide, strike me as being pivitol if you are going to really get an immersed gaming experience with the adventure paths. It just seems odd to me that Paizo wouldn't update the books to their own gaming system. If you guys don't think they'll be updated, I have no problem picking them up. I just don't want to buy a bunch of books that need a ton of converting or havegame stats in them that I can't use. ![]()
Derek Poppink wrote:
Great information guys. Thanks! I was just operating under the assumption that I should avoid the OGL marked products and buy just the PFRPG stuff. I didnt realize that the world had already been fleshed out with all these other source books. One more question though.. Derek mentioned that there is a write up for Iomedae and Asmodeus in the Council of Thieves adventure path. I have the first part and the player's guide and I couldn't find it. Is there another campaign book for Council of Thieves already out? ![]()
I'm really new to PFRPG and Paizo in general. We currently only own the core book and the first Council of Thieves adventure path. While we were doing the character creation process, a couple of my players expressed concern over the complete lack of deity description in the core book. Is this information printed somewhere else? I'm looking for a more in-depth description of each of the gods, such as holy symbol appearance, clergy behavior, and divine edicts. Thanks. ![]()
My group is starting the Council of Thieves chronicles, and as this is our first foray into pathfinder rpg and paizo, we ran into two questions really early on. 1) How many characters are these adventures designed for? 2) We are using the option to purchase abilities rather then randomly rolling. How many points should we use if we will be exclusively using these adventures? We figured if we used high fantasy and the adventures were designed with a different stat buy in mind, we would overpower the encounters. Thanks! |