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Lanathar wrote:
Maximum rank is 5 until the end of the Fantasmagorium. Then the max rank is 10 until the Lucky Bones is cleared out and used as a larger rebel base in book 2. THEN max rank is 15 until after the Ruby Masquerade. When book 4 starts, the max rank jumps to 20.
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Available items cycle out each month. Items under the base value have a 75% chance of being available in a given month. Items worth 200 gp or less are always available, so players can always obtain cure light wounds potions. Items worth more than 4,400 gp are only available if they're listed (during the first month) or are the newly-rolled items (in later months). All this is from page 72 of In Hell's Bright Shadow, in case you want a source or want to know where to look for more information!
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Lanathar wrote: - Team Managers : I assume these can only be PCs? Or can they also be key NPC allies? Pretty sure managers should be PCs; otherwise the players are giving control of their teams to NPCs. It's a small thing, but teams should probably remain in the hands of the players. Lanathar wrote: - Recruiter role : Multiple are allowed. But is it game breaking for multiple NPCs to be recruiters? In this case Laria and Rexus from the start? My thoughts were that one NPC could be a recruiter but if they want more than one then the others have to be PCs... As written, only certain NPCs can be officers (and none of them join for a very long time); that said, it wouldn't be gamebreaking to allow allies to be recruiters, as it'd simply increase the number of supporters gained with each Recruit Supporters action, allowing the players to spend less time recruiting and more time doing more interesting actions. Lanathar wrote: - On that note I assume Laria is recruited by you aiding her with the Tengu and Rexus because automatically? Pretty much. Lanathar wrote: - The text on Laria's benefit says "as long as" she is a member. Is there a way she would stop? I assume only if she dies? Pretty much only if she dies or the players somehow push her away in roleplay. Lanathar wrote: - Unique teams - do they count toward the maximum? They will ultimately be underpowered because many can't be upgraded. But it seems a shame to get rid of them as they are more likely to have story behind them (at least as written) Unique teams don't count towards the maximum number of teams. Lanathar wrote: - You lose 1d6 supporters minimum in the upkeep phase. My group start with 3 because of events at the protest. It seems a real shame for them to arbitrarily lose them at the start. (I think i might skip this attrition for the first turn since it doesn't make a lot of sense) "During your very first week, skip the Upkeep phase and proceed directly to the Activity phase." From the rebellion rules in the player's guide. Knew I'd seen it somewhere, wanted to track it down to be sure, but yes, no upkeep in the first week.
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I'm currently running the adventure starting at second but scaled up a level (so they're still facing approximately the same difficulty, but with less 1st-level fragility going on), and my group fled the thugs well before the guards got involved (granted, one of them is a warlock vigilante who can't really fight in social persona), so I wouldn't worry too much about them being able to fight the riot too long - if they do stay, there are a LOT of reinforcements coming down on them!
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There are very large sections that are entirely underwater. The early parts are mostly above water, while the later parts are mostly submerged, so it works out to probably 25-30% underwater over the course of the entire adventure? If "close to entire books" is a dealbreaker, then the deal is broken by multiple books.
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Othniel wrote: So how do you convince your PCs to take The Long Walk instead of just teleporting to their destination? "Loot and XP" isn't really a good enough explanation for my group. :P I'd asked myself that very same question, and lo and behold: "[Kraggodan] is locked down and warded against magical intrusions to repel the siege." End of page 22. Two years into the siege, it stands to reason that Kraggodan currently has some sort of anti-teleportation going on. Couple this with the fact that the point of going there is to look into what Azaersi was doing there, and teleporting instead of following the tunnel costs them their lead. Plus, if teleport does work, they'll suddenly be in a fortress of people who probably won't trust that they're not Molthuni spies ("the dwarves won't simply open their gates to strangers in the middle of a war," page 23). That said, the adventure also comments that the party might travel overland, despite the hazards, and to throw a few custom encounters at them on the way there - if they ultimately teleport and aren't blocked, skip Part 2, run Part 3 as close to normal as you can (skipping tale four), then have the inquest interrupted after tale 3 but before Karburtin's testimony by a Molthune attack breaking further into the Fortress than they've been able to up to this point - the PCs get a chance to help repel the Molthune force, which helps back up their tale. Throw in just enough encounters here to catch up on lost experience from not following the tunnel, and you're probably back on track.
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SilvercatMoonpaw wrote: This is going to be heresy, but I might like to see something with options for replacing racial traits that require akashic stuff with ones that don't. Because sometimes you want to play one of the animal races but don't want to deal with essence and whatever. There's nothing stopping you from sticking your single point of racial bonus essence in an investable racial trait and just leaving it there the entire game, but I do see the point. Unless the racial options you have don't fit the concept for whatever reason. Not that I'd complain if we got new options of course!
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I'd like to see some archetypes for existing classes that give them proper veilweaving. It seems that most of the archetypes either let them learn limited numbers of veils that they can't change or are focused on doing new and interesting things with a single veil, and while I like that second category, I do wish that some archetypes got the day-to-day versatility of a true veilweaver, at the cost of their existing spellcasting/manifesting. Actually, a Druid archetype that replaced spells by giving them a proper veilweaving progression (veils shaped/essence/bind progression as a Guru, perhaps?) off of a list similar to the Daevic could get us a shapeshifty/monster-type/natural attacker. Throw in a modification to Wild Shape (make it a receptacle somehow?), and have the animal companion be sort of a spirit-guide for the shapeshifting veilweaver? More passions for the Daevic, definitely. I've had some success throwing evil Gurus at the party as torturers - nonlethal ensures that their foes will suffer but survive to be captured for more. But some more "evil" philosophies would be nice. I actually threw one "akasin" Guru at the party where I inverted the theme, and made it dark-based: Absorb Radiance worked in pitch darkness, Luminosity's ray attack blinded with darkness, and Lambent Blades became shadows instead of light.
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jhilahd wrote:
The spell itself does NOT have any such limit. You're thinking the Summoner's spell-like ability, which is limited to one at a time. So yes, he can spam minions, but with a 1-round casting time and one-round-per-level duration, he can be targeted while casting and there will never be more than the scroll's caster level (probably 5) spells active at once.
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Qu0zl wrote:
Yeah, I was using them via computer. Didn't think about how my suggestion would affect printing, but it seems you've got that covered.
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Used it tonight as the GM - the party was up against a group of summoners, so this gave me easy access to the fiendish critters I was throwing around. Worked wonderfully! Perhaps we could get the background of the statblocks a different color (light gray?) than the page background, so if we have multiple creatures generated they stand out a bit more?
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Wonderful to see the Advanced Class Guide up! I've already found one incorrect link - under Gear and Magic Items, the link to Magic Weapon Abilities leads to Specific Armors and Shields. And the links on the tables for magic weapons and magic armor don't go to the property in question.
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wraithstrike wrote:
Alter Self (like every other polymorph spell) also explicitly calls out what abilities you can get from using the spell, and Multi-Armed isn't on that list, so if you Alter Self into a Kasatha, the two arms would be aesthetic, just like you wouldn't get their Defensive Training, Desert Runner, etc. So if you want four arms to attack with, you'll just have to be an actual Kasatha, rather than someone morphed into one. |