Search Posts
So my PFS group decided to stop being "by the book PFS" and just use the some of the rules to play with and do our own thing. As a result we aren't reporting anymore (since we aren't following the rules) but we do want to continue to utilize the Chronicle sheet concept because we do rotate DMs every "scenario." Using the Chronicle sheets lets us keep GP equal across all the characters. This works fine when we use an official scenario, but when one of us writes an adventure we don't have a pre-made sheet. So I am looking for a blank Chronicle sheet we could just fill out ourselves for these home brewed scenarios.
I am just starting out playing Society with a group of friends and I have a quick question. In the new Intro adventures the following is said regarding factions Text blurb:
While each adventure in the series is a self-contained story, they are intended to be played in order by brand-new PCs without any experience or Prestige Points. At the end of the third scenario, A Vision of Betrayal, after the PCs have met and done a favor for all 10 faction heads, they will be able to choose their PCs’ allegiance and gain retroactive prestige for the completion of the previous two scenarios. But when I read the Society handbook step 1 to character creation is "Choose Your Faction" I assume that new players using this new three-piece arc don't have to pick since the newer handbook is due out soon, which most likely supersedes this older ruling, but I have more questions stemming from this. If you have no faction for three adventures what do you list your faction as on your character sheet on the website? Does having three adventures full of players without any factions effect how the DM reports the game? Sorry if these question have already been answered elsewhere.
So I have been wracking my mind for months on a good way to present the hex grind as the group explores the Stolen Lands. At first I was going to use terrain tiles a la Settlers of Catan for the map. But after some brainstorming with my wife we came up with a better idea: sticker paper. Here is what we did. Used SomePDF to extract the images of the maps from the PDFs without any of the text or icons on them. This is of course yet another reason to subscribe to Pathfinder APs. Then we went to our local Staples store and bought a pack of sticker paper. This is printable paper that can be peeled off just like a sticker. Then we took the paper to the Copy Center in the store and had the maps printed on them. The reason to do it there was to get nice crisp images that didn't weigh down the stickers. We didn't try it but a home inkjet may work just as well, but it was worth the 49 cents a sheet to not use the $50 ink up. Now as the group explores the lands you simply cut the hex out and the players stick it to their blank hex map. Now you get the fantastic cartography and for the cost like $12. We printed up a bunch of the building tiles too to do the same idea. Get some nice card stock city layout sheets and use the sticker buildings. Just thought I would share this simple and effective way to make really nice hex maps.
I got a Paizo gift certificate so I wanted to pick up a few more items. If I order them alone it would apply the credit, but when I add it to ship with my next subscription shipment it applies none of the store credit. Will the store credit be applied first when shipping out the order? That is what I would like to happen but can't seem to find a way to make it work that way.
There is some confusion in my group around double weapons and how they work. Here is my bullet point list of facts. 6th level Dwarf Fighter. Feats: Two-Weapon Fighting, Double Slice, Power Attack, Cleave, Weapon Focus (Urgosh), Weapon Specialization (Urgosh), misc. that doesn't effect this Weapon group for being a fighter is Double weapons Wielding a +1 dwarven urgosh. Fighter has 19 Strength score. +4 modifer Double weapons state: "You can use a double weapon to fight as if fighting with two weapons, but if you do, you incur all the normal attack penalties associated with fighting with two weapons, just as if you were using a one-handed weapon and a light weapon. A double weapon can be wielded as a one-handed weapon, but it cannot be used as a double weapon when wielded in this way—only one end of the weapon can be used in any given round." If the fighter wields the Urgosh as a two-handed weapon and moves and attacks with their total is: BAB 6 + STR 4 + 1 (enhancement) + 1 focus +1 weapon group = 13 total bonus to hit. The attack would deal d8 + 5 Str + 1 enhancement + 2 weapon specialization +1 weapon group, total to d8+9 This much is clear to me. The problem is when the fighter uses the Urgosh as two weapons. Correct me where I am wrong. If the fighter doesn't move, and wants to attack using Two-weapon fighting they would suffer a -2 to their attack rolls, dropping it to a 11 bonus. The damage only get their STR Mod (remember double slice) so the grand total is two attacks: +11 to hit dealing d8+8, and +11 to hit dealing d6+8.
Getting their bonus attack from a high BAB and another off-hand attack from Improved Two Weapon Fighting, it looks like this for a full attack:
If the fighter decides to Power Attack and Full attacks they would be
Is this right? Seems like a lot of damage. The party rogue feels like he is slacking off in the damage department with the fighter.
Perhaps I did all of 3.5 wrong but I thought if you attacked with you off-hand it required a full-round attack action. Their is no wording in the PRPG that I can find that says that. Does this mean that you can take the feat and move you speed and get two attacks? The other question I had I think I answered. A monk with TWF can make 3 attacks at level 1, at -4/-4/-4 as a full round attack? Sorry if this has been beaten to death already.
I am sure this has been covered a hundred time but my searches are yielding anything. Perhaps I am just not reading the right lines in the module but does it state what advancement path the AP assumes. I don't really want to tell my group "lets go fast!" and then have to either nerf their exp later or have to scale up the encounters at the end. Thanks for the feedback.
I am sorry if this has been asked already but my searching-fu is weak. Is there a suggested time (as in calendar date) that the Council of Thieves should start around? Perhaps what year it happens? I can't find anything that explicitly states in the Player's Guide or the Bastards of Erebus. Thanks in advance.
I printed off the Alpha rules and got it bound so it is easier to have at a table instead of having a computer (especially since I don't own a laptop.) Is is possible that future releases for the Alpha can be released as appendixes instead of a new file entirely, or at least give players that options? This way I don't have to reprint the whole file but rather just the change log in essence. |