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Organized Play Member. 6 posts. 3 reviews. 1 list. No wishlists. 11 Organized Play characters.


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The jingasa with a luck bonus to AC would still have been worthwhile. By converting it to a deflecection bonus, they have eliminated it as item to ever get. The jingasa is now relegated to the dustbin of useless items. Most characters who have a need for improved AC already will have a ring of protection +1 at 2000 gp. I will be selling the ones my characters have back since they are now totally over priced and useless.

2/5

With respect to the chain trap in A11, the text and map suggests that the chains actually are a barrier to the PCs as they move around the room. I have gathered from the discussion here that this was not the intention. Given the case that these chains are not in the way of any movement, the statement on page 11 that "The chains laced throughout the room function as sensitive tripwires for the room's trap. Touching any of the chains or winches without first activating a hidden disarming mechanism etc."
implies that there is danger in moving about the room. However, this does not appear to be the case. I would suggest that this should have been made clearer in the box text for the room.

Without a hazard associated with movement through the room, this encounter becomes a simple perception check coupled with a disable device check repeated 8 times. This was hardly a challenge for the party that I ran tonight. Fourth and fifth level characters using spells and a magic item enhanced the point person who easily disabled each statue. This was the same result when I played this module (except that my not too bright bloodrager at level 3 was pretty useless since there was no fighting).

2/5

Lau Bannenberg wrote:

Okay, let's analyze the chase, to see if I got it right.


  • We talk about time "steps" which take approximately 1 minute, most of which is spent on movement. Only one normal combat round per step is available for other actions.

    (If the PCs want to do more than that, that means they can't advance/the party splits? I'm sure I can convince the players to just keep moving...)

  • The PCs always start at card 1, but depending on the state they left the prison in, the Pursuit doesn't get any actions for the first 1-3 steps.

    (1 step head start due to Tamrin, +1 step if no sign of violence in the prison, +1 step if dressed in guard uniforms)

  • Every step, the PCs advance one card, and then they can all spend a full-round action to create Delays for the Pursuit. PCs can aid or try something themselves. For every "main" check that succeeds, a Delay is scored.

  • The Pursuit advances after the PCs' turn. They advance up to 3 cards, -1 per delay on a card. If the Pursuit doesn't have enough movement left in a round to enter a card, it stops. Next round they move into that card; I'm assuming this costs 1 movement and they can continue moving after that?

  • If the Pursuit enters the same card as the PCs, they throw a javelin at every PC and fleeing NPC.

    There's no actual combat; assume there is an overwhelming number of guards, so that it'll be obvious to all PCs that this is not the place to make a stand.

    Should a PC or NPC drop unconscious, then what? Does that PC stay behind? I'm inclined to say that the rest of the fleeing party can drag along the body, and suffers the same penalty as for an NPC that was injured by the trap in the prison. Since the javelins are unlikely to kill in one hit (1d6+2/4 damage), next round someone might want to cast a healing spell instead of trying to create an obstacle.

  • When the PCs enter the rendez vous card, finish up that round and then move on to the last stand encounter.

Now for an example run;

The PCs left a...

I have played in this module and run it. In both cases the skills possessed by the characters (except for my character who was carrying an injured prisoner) were sufficient to cause the party to avoid the final fight. This module has become a module where there is no combat involved. It is entirely role-play and skill checks. The character that I was playing lacked much in the way of skills and so he was a spectator (3rd level bloodragers really don't have much in the way of skills). While I found the module interesting, I didn't really enjoy it since other characters could do everything better than my character.


Zaister wrote:
Thank the maker!

I agree regarding the weakness of the Eldritch Knight. I played my first PFS eldritch knight up to 19th level. He was always second fiddle to the full wizard and couldn't do much as a melee character. He could not keep up in any way. I am now playing a ranged attack EK and still have the same issues at 15th level in an AP. The EK is a distinctly weak character. I will not play the prestige class again. It has no prestige!

2/5

We had a group play this module at a local convention in Sacramento this weekend. Four players attempted the module. One was only 4th level. All players were very experienced. All four survived because the GM took pity on us. We had two fifth level characters (Cleric, mixed fighter type with a level or two of paladin), 1 sixth level, and a 4th level rogue. I can't imagine that this module would be a good introduction to Pathfinder Society Play or to Pathfinder in general. Our heaviest hitter was dominated and my cleric only escaped by running from the dungeon after the fighter character failed several attempts to resist the domination including rerolls.


What constitutes a good aligned spell for this trait making such spells cast at +1 caster level when a character has this trait? Are they only spells with the good descriptor?