I recommend bonded item over familiar, that gives you way more flexibility. An extra top level spell per day - of exactly what you need right now - is huge.
Magical Lineage spell is? possibly snapdragon fireworks? Though its a long term investment which pays off several levels from now. I prefer Focused Mind trait which pays off now - getting off a spell in combat is a lifesaver.
Isn't initiative 13? greensting + improved + dex + reactionary
There is a simple formula to determine practical max speeds for ships that arent designed to plane. See Wikipedia article hull speed. As there are lots of technicalities around this keeping it simple for game use is the aim.
Max speed in knots = 1.34 * square root (waterline length in feet)
For a 100ft length boat that means max speed is 13.4 knots. Which conveniently turns out to be around 134 ft movement per round.
As you need to tack (zig zag) to sail at speed and to sail upwind you are probably doing only about 70% of max straight line speed. Around 95ft per round towards your destination. Around 10 miles per hour.
Note this is going for speed at the expense of comfort with the deck likely tilted at 45 degrees to one side, changing every few minutes. This makes combat and sleeping very difficult. It is also very tiring on the crew.
Going at a more reasonable and comfortable half speed gives you around 5 mph. Probably also use this as max river sailing speed.
Armillary amulet gives a +5 spellcraft - from one of the paizo modules.
You can double speed craft by taking +5 to the dc as per standard magic item crafting rules. So this would help where you also dont meet one or two of the prereqs.
Valet familiar lets you double your crafting speed again.
So you can craft 4k price worth a day while not meeting one or two prereqs and taking ten.
Zan Greenshadow wrote:
Spell books not being on chronicles, but being available to wizards, have been in PFS from the start. They should be on chronicles but the pragmatic decision was made way back to save word count, chronicle space and developer work - and just allow spellbook access during the scenario. It appears some folks are just spotting this for the first time in core campaign.
To list the contents of a spellbook with dozens of spells in it as scrolls would fill the chronicle. I just looked at a 7-11 spellbook that has 40 spells on it (excluding cantrips). That would fill a chronicle as scrolls or even as a spellbook.
I have no issue with core granting occasional access to non-core stuff of any kind. Paizo need to sell stuff to thrive and I want them to thrive.
I do have an issue that core allows replay, and folks generally seem to be describing the negative effects of replay in relation to non-core item access. The temptation to go farming goodies or to know how to break each replayed scenario is too strong for some people. Which sucks the fun out if it for everyone else.
Zan Greenshadow wrote:
The blog post (which I was responding to) was written to make it fairer for non-spellbook casters by allowing them to obtain access to non-core spells on scrolls on chronicles. (The ruling about wizards scribing non-core spells from spellbooks had already been made.)
If the number of non-core scrolls on chronicles is tiny - single figures across all seasons if my sample is representative - then the concession isn't significant. However it is suggestive that there will be non-core scrolls on chronicles in the future.
On the subject of non-core spells in spellbooks it should be possible to pull together stats of how common that issue is. We need some facts to fuel these claims and counter-claims. A search of 31 scenarios fairly evenly spread across the seasons found 7 scenarios containing spellbooks, with 4 of the 7 containing only core spells, 2 containing 2 non-core spells and 1 containing 4 non-core spells including prime picks create pit and spiked pit. The scenarios containing non-core spells in spellbooks were all season 4 or later.
Extrapolating from that: about 1 in 5 scenarios contain spellbooks and about 1 in 10 contain non-core spells and less than 1 in 20 contain prime pick spells. Does that help?
I quickly scanned over 90 chronicles on my PCs and spotted just one scroll of a non-core spell (and it was a touch damage spell so most likely to see use by a magus - which is kind of ironic for core).
How many chronicles with non-core spell scrolls are there? From my quick sample it appears to be tiny. Not a significant issue I would suggest.
Only spellcasters are getting access to stuff that is not listed on the chronicle. Non spellcasters are limited to purchasing only the exact version of a weapon and only if it is on a chronicle sheet.
You do realize this is exactly the same as for standard PFS where wizards get access to spellbooks that are not on the chronicle. This is not core specific. I suggest you take this to the standard campaign board.
Well at least they have finally announced a new 4 star Exclusive "Serpent's Rise" for release after Gen Con (in the Gen Con call for volunteers blog post). Aspis agent pregens for the win. Now we can get on and run some exclusives.
There is also a 5 star only Exclusive announced "True Dragons of Absalom" with kobold pregens!
It's not clear how these will be numbered or even what season they will be. 6-EX4 and 6-EX5?
How: Assemble a list of modules with enemy wizards, magus or arcanists in them, so that we can collectively play them in order to learn non-core spells in PFS core.
I think that would be a very short and disappointing list. There aren't that many scenarios with spell books in them, and very few have non-core spells and a tiny amount have the more sought after non-core spells - and they are likely to be available at higher subtier than you would like to get maximum benefit.
You would also be on the horns of a dilemma if you had such a list. Because to get the most value out of the few scenarios that have spell books with non-core spells you would want to play higher subtier to get access to the most non-core spells, and therefore that would delay getting the spells until later.
As I said other thread your most likely fruitful source of non-core spells is when you sit down with other wizards at the table.
Result: Wizards are, once again, the undisputed God class that makes DMs from Gencon to PFS Core tables cry bitterly into their screens, because we have found a way to lose absolutely nothing in PFS Core, save a few petty archetypes and sub-schools.
Hyperbole. No teleportation subschool, no dazing or persistent metamagic feats/rods. And those were just the 3 things that immediately sprang to mind. Its likely a long list.
"Devil's Advocate" wrote:
Plenty of scenarios have multiple spellbooks, too much possibility for error, and not to mention APs/Modules, and I need my extra room for trophies and other notes.
Out of the 100 scenarios I am familiar with I can only recall one scenario that has more than one wizard with a spell book, and even that is only on high subtier with 6 player adjustment (and even in that case one spell book is a subset of the other). I have clearly been very unlucky to miss out on the best scenarios for my wizard PC.
It is as likely in core as in normal mode that the best opportunities for scribing spells (non-core or core) from spell books comes from sitting down with other wizard PCs and very rarely from NPC spell books.
Yes, there is scope for error, but that already exists in normal mode. Generally you are lucky if spells scribed from spell books are listed clearly or at all, and it is done on trust (and never audited) - like most things in PFS.
I can understand that with CORE we want to be doubly sure that non-core access was done fairly but don't see how we can do this any better than the existing instruction from the blog to "Record any such spells learned on the Chronicle sheet, and have the GM initial the note."
This still leaves the issue of all the core spells scribed from any spell books in the scenario that you still have to take on trust.
There are not that many spell books in scenarios and scarce pickings on non-core spells. I only know of one that has create pit for example and that's in a level 5-9.
It will however mean a wizard will likely scribe all non core spells whenever he finds them, of whatever level, and waste his money on a lot of them that will never see use.
The building is also painfully hot so it wont want to walk on the stone floor with its bare feet and if not carried will be dancing about uncomfortably and trying to find cooler footing. It will likely be in heat distress unless under an Endure Elements spell. There are dead bodies just outside the door and in the armory which are going to be distracting scent wise, not to mention the PCs own strong sweat. There is a lot of stuff for an animal to be upset about here.
I know I played at least one scenario in which you are trying to get a centaur to represent the society in the ruby Phoenix tournament. What scenarios are those?
The Kortos Envoy
And I've played one 7-11 in which there was something to do with sine words of power or something concerning a rune lord? What are those scenarios?
The Refuge of TimeWords of the Ancients
The Waking Rune
In the same arc but not 100% necessary:
Throw a stinking cloud on top.
Yep, nasty because they lose their standard action if they fail the stinking cloud save, so they cant break the grapple. And if they stay in the cloud have to save each turn.
And you can use the cheaper 9K lesser persistent rod on the stinking cloud or web or slow.
Slow is good because they only get one action and are slower, so if they break free they cant move that round, and if they move they are at half speed, which might not be enough to get out anyway as tentacles are difficult terrain - which is often forgotten.
Web is good because they have to break free of the web and the tentacles which requires 2 standard actions and then they have to navigate the web.
Even grease works so that when they break the grapple they have a chance to fall over, using their move action to stand up.
I would have said four brand new level 1 PCs in a normal 1 to 5 _is_ hard mode.
Is CORE bringing an additional and significant penalty above and beyond the above?
EDIT: ah I think I see, the GM is new because CORE has encouraged him to GM. So yes "new GM" might be a significant factor though that risk is not CORE specific.
This keeps coming up and was clarified in the original blog announcement thread by Mike Brock. Though its obviously hard to find in the hundreds of posts in that thread.
Mackenzie Kavanaugh wrote:
and claiming that background-only choices can only be made based on the Core book and PFS Guide would mean that the only nations a person could come from are Absalom, Andoran, Cheliax, Osirion, Qadira, Taldor, and Thuvia. Even Numeria is never referenced as an actual nation, and I can't find a single mention of Varisia anywhere in the book. But hey, sure, why not throw out all the lore as well as the mechanics, and people are no longer allowed to name the city they're from unless it's Absalom or Oppara.
Michael Brock wrote:
That's probably worth calling out some more as potentially extra annotation required by CORE GM and players to make sure its not missed - which might cause problems later.
GMs (or player's annotation signed off by GMs) are going to have to write on the chronicle all non-core spells in found NPC spellbooks and scrolls - which might be a long list (though unlikely).
Hmm, its likely to make any scenario with non-core spells a must replay scenario for wizards. Though offhand I can't recall any particularly "must have" spells in NPC spellbooks, create pit for example.
The AP players guides appear to be off limits, and any mechanics or items in there for adding campaign flavor look to be banned for core campaigns. Probably want to make access to the player guide a standard boon in the APs.
Hmm, are ethnicities (eg Shaonti) and even suggested names (eg Ancrym) from an AP guide non-core character options?
Looking up Lady Darchana on the wiki she is listed as a 14th level wizard (though it doesn't list her specialist school), which means shrink item lasts 14 days or 28 days with an Extend rod.
Looking at how many 3rd level slots she had I realized that Lady Darchana in the picture isn't wearing a headband, and what 14th level Wizard doesn't? Though I suppose it could be hidden by illusion magic (invisibility doesn't last long enough unless permanent at 5000 GP). I assume Aram Zey could pitch in with 11/22 day shrink item slots, if more than 5 people required it or she could use a pearl or higher level spell slots.
A Hargur monologue to set the scene for the trip from Okeno to the Fort.
Hargur intro script:
Listen up slaves:
I am Master Hargur, this is Master Vangru, this ball of fun is Snapper, and we are your guards for this trip.
These are the rules:
Number 1: You do what we say, when we say it.
Number 2: You are on your best behavior.
• If you don’t follow orders - you get a beating.
• Any talk of freedom or escape - you get a beating.
• Any disrespect, if you even look at us wrong - you get a beating.
• Any of that magic funny business - you get a long hard beating
• And take note Master Vangru here likes to tenderize the meat so much, sometimes he doesn’t know when to stop. So don't give him reason.
Number 3: Don't run.
• Snapper here likes to chase things and chasing things makes him hungry.
• That can lead to unfortunate accidents.
• Tasty eating, but bad for business. Don’t run.
I trust I made myself clear. I won’t be taking any questions.
Anything that I've seen with drugs in play has basically painted them as bad/problematic. I see that as a public service announcement. Are there scenarios that "promote" drug use?
Performance enhancing drugs are common and encouraged in RPGs, albeit labelled as magical potions, e.g. Potion of Bear's Endurance.
I am just wondering how folks who try to sensor this input from their children handle things like children's cartoons (which have regular deaths and much more violence than most adult programs) or even regular TV shows that are partially aimed at children and reference this stuff.
For example I watched a Doctor Who yesterday, on early evening TV, with a suicide theme - where the Doctor talks the main story centric bad guy into killing himself. And Doctor Who feels like a strong comparison point for fantasy scenarios.
I think knowing their approach to things like that would be instructive.
On a similar topic... When I played it I was a little incredulous that Fimbrik was still alive after 400 years making him over 440 years old - as I didn't realize Gnomes could live that long.
Technically is is possible according to the aging chart as maximum age is 200+3d%, but it is statistically very unlikely (and convenient). Though I guess as a wizard he could have taken the 20th level immortality discovery. Also the scenario notes he has been absent for several years, which could be code for long dead.
Well Ambrus wrote the letter, Aram just signed it. However the Pathfinders have given Aram a social leg up with the aristocracy - and probably the top mage in Absalom (assuming Lord Gyr's title of first spell lord is honorary and not based on actual wizarding prowess). I think in this case he may be basking in his own glory... ;-)
I am working on a mission completion letter to print on the back of the chronicle sheets as a permanent reminder of the scenario. This is in the style of the mission completion letter for Wounded Wisp.
Are there any suggestions on improvements to the following or anything I missed?
Mission Completion Letter:
Your recent undercover investigation on Stonespine Island and recovery of the mirror of treacherous sight has helped secure Absalom from external threat. Through your actions the Pathfinder Society has strengthened its ties within the city.
Your journals detailing first-hand experience of the slave trade based in Okeno and insights into Gnoll hierarchy, lifestyle and tactics are valuable assets to the society. The potential new contacts made are also of significant value. Last but no means least the successful field test of the chest is valuable feedback.
The intelligence you recovered has helped Lady Darchana Madinani in her further investigation of this threat, and the pursuit of Pasha Muhlia al’Jakri.
Second Spell Lord and Archdeacon of the Arcanimirium, Lady Darchana Madinani has asked Aram Zey to convey her esteemed thanks.
Master of Spells Aram Zey and I are working with Lady Darchana to ensure she has all the information she needs to predict the Pasha’s next step. I suggest you remain in Absalom for the next few days if you want to see this through.
Venture Captain Ambrus Valsin
Master of Spells Aram Zey
I think the only thing the randomization adds to it is that a player cannot carry knowledge over from a previous run through.
On the random ambush party stats:
1) Is the intention that every 3rd party does not have a healing PC, or should that be a D2 rather than a D3?
2) The brute's to hit is not listed, it should be +6.
3) I note that the brute does +12 damage when raging and power attacking - rolling high damage or a critical is one hit one kill against first level PCs - so possibly not to be used on an all new player table and also used with care against an all level one party.
4) The Evoker has a bonded item and no spell book listed. So the other 3 spells in his spellbook are at GM discretion. I guess we pick area affect spells like Color Spray with great care. I note a short first level spell book would be a nice find for a low level wizard - so it is a shame it isn't listed in his gear.
5) Touched to hit: should this be +0, not +1?
On the handouts: My thought when I first saw these as a player was ugh, tiny scratchy font, and no paragraph spacing, making it very hard to scan.
I am running this several times later this month, so I decided to do something about it.
I have reformatted the first two and final handouts onto a full page each with larger easier to read font, paragraph spacing and bolded names, to make it easier to read and pick out pertinent information (but no change of content). There will be multiple copies for the table, each on a different hue of paper.
On the final VC handout I am considering printing these (reformatted full page) on the back of the chronicle sheets, as this then serves as a permanent reminder of what was achieved in the scenario.
I like Thurston's suggestion of Fimbrik's illusion delivering the message, so will be ready to do that if the circumstances warrant it, or just have the (reformatted) handout ready.
-Play more than I GM (currently failing).
GM Prep Checklist (from the GM shared prep site):
Story and RP
Beyond the scenario (extra mile)
Andrew Christian wrote:
It is generally bad practice to complain about the scenario you are running. A GM's job is to help his players have a good time. Do you really think that the GM is doing that job if they are complaining about the scenario they are running?
That is clearly a different point to the one I was responding to.
However you do raise a contributing factor. If a GM has signed up to run something that is not yet released and then finds they don't like it but are committed to run it. Then they can either run it as best they can (and their lack of enthusiasm likely comes through) or they can drop it and let several people down, or if the option is available run something else which likely lets someone down. Either way they are likely to not do that again in a hurry and the GM pool is impacted.