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Just some of thoughts that I would like input please. This is just a thought experience.

Since a Familiar Satchel provide full cover and it is debatable if a fireball will affect a familiar within the satchel. I think from all the forum readings, that a fireball can go through corner, so a (full cover) tower shield or a wall won't protect you. So if I get a full Burka with the same material as a familiar satchel, does a PC get anti-fireball full cover. I know full cover goes both way, but some PC is ok with that.


Any thoughts on having a wildshape druid dipping a few levels in Rageshaper?

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pjrogers wrote:


I'm basing this in large part on my teaching experience where I do better with a class after I've taught it one or two times, but I eventually need to refresh the material, or my teaching starts to go a bit stale.

I also taught as an adjunct professor for a while. The first time I teach any class subject, I was just trying to make sure I got everything and reacting to the students' reaction. Things that I thought is simple often tripped up the students, while some topics just got dragged out a little too long than necessary. The more times I taught a class, the better I can make adjustment to the flow and spend more time thinking about the individual students.

In PFS, when I ran something for the second or third times, it is always a better experience for the players and myself.

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This is a little off topic but I have always feel that GMs should be strongly encourage to run the same scenario many times. The more times that I run a particularly scenario, the more I can create a better experience for my players. It helps me a lot after seeing what each group does and help me better my performance. One of the aspects of GM that I feel is important is to be a good storyteller/tour guide. GMing something more than once really helps. No matter how much I prep PCs still do very unexpected things and gone through it few things, help me be more prepare for their actions. I am not think of extra chronicle sheets at all, since there are so many backlog that I could muster 5-10 characters all the way to level 12 retirement with just unused GM credits.
What I am asking for consideration is maybe if you run the same scenario 5 or 10 times, you can be call a specialist for that particular scenario. I like to have the specific maps and exact miniatures for games, encouragement to run the same scenario would help justify even custom figurines.

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These are all great discussion and advice. They are all very helpful. Thank you.
Just one more note - for number 4. I ran across a few players that are veteran, but don't pay attention until you tell them it is their turn. It takes a while for them to figure what to do, mainly because they need to figure out what is going on. One thing that I always do in these situation is to announce who is on-deck. It helps most of the time, but there are a few players still are not ready when it is their turn. With new players, I would never rush them, but these veterans, I don't know what to do.


I am putting together a Crossblooded Razmiran Priest Sorcerer. Since I am planning for her to specialize in enchantment (compulsion), I made her with Fey & Serpentine bloodlines. I built the character as a Kitsune, but then I thought it maybe cool for her to be Samsaran especially with the Mystic Past Life trait to get spells that "seems" to be divine like Cure Light Wound.

So which race would you do? Kitsune or Samsaran?

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Questions for all the PFS GMs. What is your ruling when
1) During each rounds - the players discuss how each PCs should move or act before anyone acts. Is it ok? How long do they have? Should be this only at the beginning of a turn?
2) Before someone takes their turn - Other players have a discussion about what that person should do.
3) After PC takes their turn and before the next PC starts, other players tell the PC that he should be there since it is blocking his charge lane or that he really should move over there for flank or use a different spells, etc.
4) If when a player turns comes up and they are not ready. How long do you give them before you put them on delay?
Thank you for your input.


So using initiative modifier, not rolled initiative for the round?
Initiative modifier would makes sense and it is easier and it is static.


My thoughts below, please comment. Looks like some are suggesting that just plan whoever has the higher initiate.

"The ready action lets you prepare to take an action later, after your turn is over but before your next one has begun."
"Then, anytime before your next action, you may take the readied action in response to that condition."
So it seems ready action expire right before the player's term. So with conflicting readied actions, the players the has a readied action will go first. This does change during the round.
Player A - 22 initiative
Player B - 20 initiative
Monster A - 18 initiative
Player C - 16 initiative
Both Player A & Monster A ready an action with similar trigger. Ready is in place.

Player C triggered the condition. - Player A will go first.
Rd 1 - Player A - readied an action
Rd 1 - Monster A - readied an action
Rd 1 - Player C - trigger the readies. Player A will go before Monster A, then Monster A, then Player C.

Player B triggered the condition. - Monster A will go first.
Rd 1 - Player A - readied an action
Rd 1 - Monster A - readied an action
End of Rd 1, nothing was triggered, readied action is still in effect
Rd 2 - Player A - pervious readied action expired. New ready action is readied.
Rd 2 - Player B - trigger the readies. (This happened before Monster A's turn) since Player A's readied action just happened right before Player B at the beginning of round 2. This mean the ready action is after Monster A round 1 action. Monster A will go before Player A, then Player A, then Player B.

This will repeat for future rounds. Let's say Rd 3
Player C triggered the condition on his turn during Rd 3. - Player A will go first.
Rd 3 - Player A - readied an action (renew ready from Rd 2 that is expired)
Rd 3 - Monster A - readied an action (renew ready from Rd 2 that is expired)
Rd 3 - Player C - trigger the readies. Player A will go before Monster A, then Monster A, then Player C.


Three questions please.
1) If a PC and a Monster both readied actions. For example, "as soon as any other PC walked in a room". My think is whoever readied their action first? I think ready action expire at the beginning of the player's next round.
2) How detail does the trigger needs to be? I am looking for a RAW answer.
3) If I ready an action, can I decide not to take the action even if the triggering condition was met?

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I cannot find this in the new 2016 guide. Please help. Thanks.

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For the Wyvern Arrow Trap is the "/x3" for critical multiplier?

Effect Atk +15 ranged (1d6 plus wyvern poison/x3)


Anyone has a done a XP progression chart for each of the level?

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Getting extra chronicle sheets - No necessary. When I speak to most of my friends who GM, after a while, the credits just stack up somewhere. I have couple of GM babies who are "clone" replacement, they will be used in case one of my favorite characters die. I just rather play my characters, they are fun that is why I made them.
GM more than once - For me, GMing a scenario a few times is a benefit for all those involved. I like to get the exact monsters and maps for the scenario that I GM. Getting to use it a few times such make it more cost effective. Spending extra time to prep make a game better. I found that players always surprise me On how they handle a situation and each time I run the same scenario, I can handle the unexpected better. Run the same scenario more times make a GM specialized in that scenario.
Award and recognition - maybe not necessary, but if someone who run the same scenario five times, she can be called "veteran GM for 07-01", if they ran it 10 times, they can be called "master GM for 07-01"
Boons - if you become a Veteran GM for a few scenarios, you get a boon. This way, Paizo can just come up with 1 boon sheet and it should covered it.


Oh No. My favorite luck bonus - Jingasa of the fortunate soldier - is gone. =o(


This would work great also, if it is not "personal"


I have GMed a couple of level in PFS. I also played most of the levels in PFS. I am getting to run it in home game mode for a group.
I just don't understand the motivation of the PC to actually go to the spire. Why? Please help.


Four leaf clover - 3750
Luck +2 to 1 check 3/day
http://archivesofnethys.com/MagicWondrousDisplay.aspx?FinalName=Four-leaf%2 0Clover


https://m.reddit.com/r/Pathfinder_RPG/comments/4429hu/flying_in_pathfinder_ combat_for_melee_characters/

From this reddit link. They suggest 10x5.

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I am so glad to hear PFS is alive and striving in many places. I hope our area would improve in the future.

As PFS seems much more sophisticated, does it seems like a reasonable assumption that AL players will eventually want to go toward PFS? How do we convert them?

I love the idea that someone should be assign to new players in a region, almost like a sponsor/mentor to help bring them back. It can even be a volunteer position.

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I think this maybe a taboo topic, but I have not been finding too many discussions on this around the web and love to hear what people think. In my local area, the amount of PFS players seems to be shrinking a little. Nothing bad, I think we are just not getting any new players like before. This could be due to the amount of D&D 5 Adventurer's League that been popping up and encouraged by local store owners. Just wondering if this is a local thing here? And if anyone is doing something creative to bring in new players to their game? I am a huge fan of PFS, how it works, the community, and how responsive the leadership are. (Both volunteers and Paizo staff). Sorry, if this is inappropriate. - A big fan.


Paladin. Interesting, that would make them magical, right?

Thank you much, Gauss.


Can bless equipment put on natural weapon or monk's unarmed attack? How about when monk counts their attack as magic against DR?

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James McTeague wrote:

So I did my magic today on this scenario, especially since there's a kineticist in there and I figured that GMs would need help. Two questions came up as I was working that stat block though.

Wow, James. I always download the GM prep before I run an scenarios. It is always a pretty good read and it does help a little, but I always have to redo it in a format that is easier for me to run. This is the first time, I ran across a prep that is so good that I don't think I would have done a better job. Hats off to you.

Love to know what else you done, so that I would be more incline to GM those scenarios.


Thank you. Interesting. Horrible way to treat them though.


if a player character summoned a monster and then cast vampire touch. The player attacks the summoned monster with the Vampire Touch attack to try to gain temporary hit points. How would the summoned monsters act and what would happen next. Please help.


Wow, More Tian Xia. Just what I need to keep a smile on my face.


Any insight would be welcome. Thanks.


Good work on keep updating. Thank you.

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So timely, we just did Bonekeep 2 and survive. It was tough but fun, thanks to a good GM. I am excited as a player!


I have been playing with a Battle Herald in PFS. I used the Spellscar Drifter for the first 4 level which give me a boom stick. With the musket, it really make me relevant even at higher level as a fighter.

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Thanks. I should of.
I guess the first half is just an error then?

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I maybe a bit thick. I have a hard time understanding the book Time Dilation.

Spoiler:
Boon
"You can use this boon when casting a non-instantaneous spell that affect an area to apply the Linger Spell metamagic feat to the spell without increasing the spell's level."

Lingering Spell
"Benefit: You may cause an instantaneous spell that affects an area to persist until the beginning of your next turn. Those already in the area suffer no additional harm, but other creatures or objects entering the area are subject to its effects. A lingering spell with a visual manifestation obscures vision, providing concealment (20% miss chance) beyond 5 feet and total concealment (50% miss chance) beyond 20 feet."

Since you cannot use it for instantaneous spell, so how do you use this boon?

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Thank you, Nefreet.

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I need some help on figuring out Magical Alchemical Cartridge. For example - a +1 Alchemical Cartridge (paper). As a magic items.
A) Can I get it individually in PFS? (Like only 1 cartridge instead of pack of 50)
b) Can I get the discount for Crafting it as a gunsmith with craft alchemy.
Thank you.

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Just awesome


What great news. This is awesome, been looking for a long while!

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I ran this a few time before. Last night I had a party that after meeting Koth'Vaul immediately broke the circle and released him. After reading the conclusion, I ruled that Koth'Vaul took a swipe at one of the PCs who was in his way and then greater teleport out as he warns the PC that he will be in their nightmare and send the dragon after the PCs. How did other handle this?
Also I was surprise that they got both of the prestige points even though they let the demon loose on Varisia.


All very interesting insight. Thank you.


Interesting - I can see that.
But for this specfic scenario, it say

from Scenario wrote:

The summoning circle serves as a holding cell for a powerful outsider, though its magic has faded considerably over the years. The circle prohibits any extra-planar beings from exiting it and traps them as dimensional lock. Magic

functions normally within the circle itself, but no one so trapped can affect anything outside the circle, as though blocked by a wall of force. Those trapped within cannot harm the circle in any way, but those outside can attack and destroy the circle like a normal object; the circle has 50 hit points, hardness 5, and can be destroyed by dispel manic with a DC 20 caster level check. The circle's outer runes contain positive energy, preventing any undead from crossing into or out of the circle.


Gwen Smith wrote:
** spoiler omitted **.

Gwen, they just attack it while it is in the circle and didn't free it yet or step into the circle.


LazarX wrote:

The PC gets one free shot. His actions at that point, now have broken the circle, and the creature inside is now free to do whatever it wants, no longer affected by it in any way.

You've probably also royally cheesed off the person who took all that trouble to capture it in the first place.

I think that is great way to deal with it, but the summon circle has hardness and 50 hp, but the ranged attack actually damage the circle instead?

I have a PC fire a crossbow at it, it didn't past the demon's DR, but it still interesting to know, what happened if they keep messing with it. I think I like the idea that it would do damage to the summoning circle instead.


I am talking about like in

Spoiler:
night March of kalkamedes. If party start to ranged attack the outsider when he is trapped in the summoning circle.


looking for some definitive answer on when PC attack a outsider inside a summoning circle that is bounded. The creature cannot hurt anyone inside, but can PC attack the creature and nickel and dime it to death?

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Thank you for the input.

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Murals

Spoiler:
How are all the GM handling the Murals with the Golden Guardian. Are you just asking the players to just roll skill checks? The GM that I played with ask us to give a story before we are allow to roll, which I think is a good idea. I would love to know how other are running it before I run it this week.

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Monkhound wrote:
Mikko Kallio wrote:

Anyway, some comments on the spoilered part:

** spoiler omitted **

That's what I figured as well. I hope the hints are sufficient, because it looks very nice.

Thanks for the reply!

Due to not getting more rumors, we disarmed all the traps. We still got 11 defense points and thought the final encounter was easy despite playing up.

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I read somewhere that you can get a wayfinder for 1 prestige, but I cannot find it in any book. Anyone know about this?

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Steven Schopmeyer wrote:
Natural attacks are at full BAB adjusted by whether or not they are primary or secondary. All of the claw attacks are primary attacks and do not suffer the -5 that secondary attacks do.

Thank you, just figured it out. heehee.

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Deussu wrote:
without the kukris the attack routine is +14/+14/+14/+14 1d4+5, which on tier 4-5 is brutal. With the kukris the attack bonuses are +15/+10/+9/+9 while the damage stays the same.

How come the attack is +14 across the board instead of +9?


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