Xenocrat wrote: But the Exemplar is a divine/god-like class that might have some extra special sauce. If you want to let it do a hard no-sell to all deaths you can. This is actually what's making me really consider letting him save her. The effect is coming from the Devourer, so there's void/divinity involved, and with it being Exemplar, I am considering the fiction so that it might be able to step in. If it were a Mystic or something, I don't think I'd be so torn.
So my group is playing through Empires Devoured, and they reached the hazard called "A Game of Entropy." They were unlucky, and a character critically failed their save at difficulty-level 5, so they automatically die and get turned to a fine powder. It reads: Quote: ...the critical failure effect results in death. Creatures immune to void damage (such as undead) instead take acid damage. A creature slain by this hazard is reduced to a fine powder. However, we have an Exemplar in our party (yeah, I allow PF classes in SF2e) who wants to use their feat Fish from the Falls' Edge to prevent them from dying. It reads: Quote: Seeing your ally fall, you let out a cry, sending your divine spark to them temporarily to keep them from tumbling down the River of Souls. You prevent the triggering creature from dying and restore 5d8 Hit Points to them... I ruled it that because they're turned into a fine powder with a disintegration effect, and that the Exemplar wouldn't be able to have time to save them. I always understood powder/dust effects to be an immediate, no-save death. But my players think that because the hazard doesn't explicitly say that the PC's death can't be prevented because of being turned to dust, and the Exemplar's ability doesn't say it can't not affect targets reduced to a fine powder as some spells and effects do, that the Exemplar could step in and save them before they die. How would you rule this? I don't want to be unfair, but I also think the hazard is meant to be unpreventable. Thoughts and help would be appreciated.
I use the 1 silver = 1 credit conversion and let my player find a Golarion-era revolver at an antique/junk dealer on Absalom station. I'm make the ammo harder to find, but they have a mechanic in the party who's particularly focused on ammo and an operative with a creator capsule, so it's not a huge hurdle to let them use it within the fiction.
Fumarole wrote:
It's true. They're really excellent, pretty much across the board. They're also some of my favorite things to collect. I'm excited to have more available for PF and SF now, too.
For me, it's making sure the dragon stays mobile. It's really easy to sit with them like seeming tanks on the ground, smashing and biting. But they're way easier to kill that way and less fun to fight. Keep them flying in and out of range, strafing the party with their breath weapon when possible. With this dragon in particular, 250 feet of movement can keep it harrying your party for a while without taking an absurd amount of damage. Spend a turn or two using its bite attacks and make sure to cast Dominate Person on the characters to sow confusion between them--then do it literally with the At-Will confusion spell. The hardest part for me in running any dragon encounter is to make sure I, as a GM, remember all of the abilities and spells the dragon has. It might be good to plan out your first few turns with the dragon based on how you expect your party to react. Like, maybe spend the first turn dominating someone, then fly just out of range enough to be frustrating, second turn strafe them with suffocating breath, plan for a second dominate casting, use the bite attacks, and then find a suitable target for disintegrate.
Sebastian Hirsch wrote:
I'm pretty late to the party on this one, but is there a way to get that for the Roll20 version? It doesn't have anything but the interior map. |
