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Pathfinder Battles Case Subscriber. 36 posts. 2 reviews. No lists. 2 wishlists.


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Janvier42 wrote:

How do you all store your minis?

I got the RotR set and the Shattered Star set and would love to get more but I'm having trouble sorting and storing these for quick/easy access to what I need. How do other GMs solve this problem?

For Small/Medium figures, fishing tackle boxes work great. Don't have as good an answer for larger figures.


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As always, congrats to the winners, and thanks to those providing the prizes!


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...Both of our roll-offs have resulted in someone rolling a 1. Interesting.

Congrats to the winners so far!


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I'm in!


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Lanathar wrote:
roguerouge wrote:
Lanathar wrote:
I have only just noticed they get bumped to rank 10 at the end of the adventure regardless.
No, they don't. They get their maximum rank bumped to 10. They have to earn their way to rank ten in book 2.

Thanks for all the responses

What is the maximum rank before the end of Part 3 then? I think I have missed something completely . Mine are at rank 7 right now. I assume this is wrong ?

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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Thanks for the update!


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(If the issue is the Maze of Death case incentive elementals, go ahead and remove it so everything else can ship.)


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My subscription order (#4884756) is still pending, so unless shipping is expected to continue into Saturday, something is amiss.


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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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No 20s *or* 1s today? That's an unexpected turn of the dice!


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Rednal wrote:
I'm not going to lie, that's a slightly worrying result. Four people getting fours on day four? XD

The die roller decided it'd rather maximize 4s today than bother with a tiebreaker for first.

Congrats to those who've won anything so far!


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A three and a two? I'm off to a good start! ;)

Congrats to the winners thus far!


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Is it that time of year already? I'm in for sure - I'm currently running the adventure I obtained last year! (That review's waiting for us to finish, in order to be sure that the review is thorough and not just based on the first three-quarters.)


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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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Backer #43. Already more than a quarter of the way there!


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This sounds like it's my kind of thing. I look forward to hearing more, and hopefully joining in on the Kickstarter!


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It'll probably be after the new year before I get a chance to really start digesting all the new content I've got, but I'll be sure to review everything I can!

Thanks again to all who made this possible!


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Congrats to the first day's winners!


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Oooh, it's happening again this year! I'm in, and thanks to everyone's generosity that allows this to happen!


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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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What you're looking for is an earthbreaker.

http://www.d20pfsrd.com/equipment---final/weapons/weapon-descriptions/earth -breaker


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Lots of interesting choices, but I see flying mounts being useful in my campaign so Winged Cavalry wasn't too hard a choice.

Guess I'll be doing my first review before too terribly long. ;)

And thanks again to everyone involved with this, you're all awesome.


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Sure, I could use a new third party thing to try out. Not sure what I'll pick, but if I'm lucky enough to win one I'll figure it out. :)


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There's no rule preventing you from having multiple summon spells active at once. The Summoner's SLA can't have multiple active at once, but the spells have no such restriction.


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No. He needs the higher level spell slots that he can only obtain through a higher Wizard level.


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jhilahd wrote:

So I think my google-fu is broken....

I have a player coming into my game, existing player, with a new character. A conjurer.
He has decided to create half-a dozen scrolls or so, mostly summon monster III.

Given it is a scroll, is there a limit to the number of monsters summoned?
I know the spell itself has limits, but what I am asking is can he use a scroll and summon 1d3 2nd level monsters, use another scroll and summon one 3rd level monster and so forth until he exhausts his scroll supply?

Or is the limit of the spell what it "says" in it's description. Did I miss a wording?

Or could he basically create his own animal army given enough scrolls?

I just want to make sure I understand the rules for this before we go into any fight. I would hate to be "that DM" and when he gets ready for a big bad and go, "yeah... sorry, you only get 1d3 eleentals. period". I'd rather be the one who says, "well, it is a 20x20 room, how many do you think can fill it? Go."

So... any and all help in understanding this is appreciated!
Thanks!

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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I only see through SNA 5, but I think that's because it hits the bottom of the screen and I can't scroll to the rest.


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Qu0zl wrote:

Endzeitgeist, I'm delighted you like it. I do like the idea of a custom tab for custom feats but it'd be too big a job for me to do, too many time commitments unfortunately.

Master4sword that's a good idea about varying the background color. I'll do that but I'll leave them all as white when printed as otherwise it'd be hard on printer ink. You were using them on an electronic device right, not print outs?

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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Bookmarking for future use. As the GM for my group, I look forward to when the Fiendish template works with this resource!


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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:
Scott Wilhelm wrote:
Wraithstrike wrote:
I do however think that with the Kashatara(probably spelled wrong) being available due to the "alter self" spell, it should be looked at and fixed either via errata or an FAQ. I prefer an FAQ since the intent is not hard to understand.

I'm skeptical that Alter Self is powerful enough to grant extra arms and thereby extra attacks. Pretty cool if it works.

To achieve that effect for my multiclass clawed Tengu melee character, I was thinking rather to get a Wand of Monstrous Physique and Polymorph into a 4-armed Sahaugin.

Alter self allows you to change into a humanoid. The monster in question qualifies. If you get the arms then you can use them.The spell does not have a clause on having a traditional humanoid shape.

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.