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Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber. Organized Play Member. 58 posts. No reviews. No lists. No wishlists.




Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I had a question regarding subscriptions, specifically regarding subscription "start points." If you choose an older starting book, does this mean you sort of "skip" a product in the subscription line?

For example, in October, I started a subscription for the Lost Omens line (starting with Legends) and the Rulebook (starting with Bestiary 2). I received both of those, no problem. However, I was never queued for the Pathfinder Society Guide or the Advanced Player's Guide. I'm just trying to figure out if that's how it works and that the next books I should expect are Bestiary 3 and the Lost Omens Ancestry Guide, or if the APG and Pathfinder Society Guide will pop up later this year.

I just want to know so I can determine if I have to pick up those books separately or not. I'd hate to order them separately and then get a "bonus" copy later.

Thanks!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just received this physical order. Per the shipping slip, it should have contained the "Pathfinder Adventure Path Bundle: Hell's Rebels" and my monthly subscription, the Pathfinder Adventure Path #163: Ruins of Gauntlight. However, the package did not contain the Ruins of Gauntlight adventure.

This isn't an emergency, mind you. I'm fine with it just getting shipped next month with my monthly subscription stuffs.

Thanks!


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Regarding the adventure included with the Beginner Box, Menace Under Otari, I had questions related to the end of the first level. I ran it today and am hoping to turn the first level into a solid "intro to Pathfinder" session, but the end left me a bit confused, as it seems that whatever was intended seemed to have gone over my head. So, I have a few questions mostly pertaining to the final two rooms of the first level.

My first question relates to the connected bits from Rooms 10 and 11.

Room 10/11 traps:
The whole shtick of the PCs activating a trap in Room 10 that would aid them in Room 11 wasn't obvious, especially after they had just experienced a trap that harmed them in Room 8. I'm not sure if the expectation was that the GM is just supposed to say, "oh, this activates a trap in the other room" and then explain the function of the trap, or if a kobold "accidentally activate" the trap before combat starts. Room 11 indicates that "from here they can’t tell precisely how the trap is triggered or what it does." It just seems like without intervention, it's just as likely that the PCs will trigger the trap (and get shot) rather than the kobolds.

My second question relates to an enemy in Room 11.

Room 11 enemies:
The Kobold Trapmaster .... are they expected to have traps already laid out in the room? Because it says she *deploys* three traps at the top of the stairs, and she *has* three traps in her item list. But, placing a single trap takes three actions. Once the battle starts, it seems a bit weird for her to spend her whole turn laying down a trap (especially if the PCs can *see her do it*). When I ran it, by the time her turn came around, she was already engaged in melee, so spending her whole turn deploying a trap seemed sort of unreasonable.

The players I ran it with were relatively experienced at different TTRPGs and while they thought a lot of the scenario was a reasonable intro to Pathfinder, they were unimpressed with the end (of level one) and had a lot of their own recommendations. For others who have run it, what was your experience with the room? Did you run it as written? Did you make changes?


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

In previous/other TTRPGs, Flaming weapons usually had some way to deactivate and reactivate the flame. The PF1 Flaming weapon specifically lists "Upon command..." Another TTRPG has a weapon called a Flame Tongue that specifically mentions having a command word to activate the fire.

Do property runes like flaming have this in PF2? I looked around and couldn't find anything specific indicating as such.

"Some magic items have abilities that always function. You don’t have to use any actions to do anything special (beyond wearing and investing a worn item or wielding a held item) to make these abilities work. For example, an everburning torch always sheds light, and a flaming weapon deals fire damage every time it deals damage." CRB, 531

To that end, can a +1 flaming rapier have the fire "turned off" if desired? Or a +1 frost spear have the frost deactivated by the user?

Obviously, as a GM, I can make it true for my own games, but I am curious if this is formally allowed per the rules (RAW).


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

Should the Nightstick have the monk trait? The fact that it has the Parry trait coupled with the picture really suggests that this is supposed to be a tonfa (or a "side-handle baton"). It just seems a weird oversight, especially when you consider that the 1E tonfa was a monk weapon.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I just finished my first session of EC, having gotten through the initial Circus show. One of the players thought that the "challenges" during the show were an interesting thing to keep the circus show dynamic. After the first show, has anybody leaned into random events (such as from the Random Events chart) a little more heavily and turned them into narrative/role-playing opportunities?

First Session Spoilers:
I know that most of the Circus Events are just "get X bonus or penalty," but I wonder if people have tried to do more with it. My group really enjoyed how getting rid of the surprise Vipers, dealing with the gambling thugs, or dealing with drunken brawlers (with the possibility of impressing the audience) was a fun. I think it two cases, they actually made it "part of the show," which was a good laugh.


Pathfinder Roleplaying Game Superscriber; Pathfinder Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber

I was looking at the Witch Dedication [APG 154] and comparing it to the Wizard Dedication [CR 231]. A PC with the Wizard Dedication can get the initial school spell with the Arcane School Spell feat. But, I do not see a way for a PC with the Witch Dedication to get access to the Hex Cantrip associated with their Patron and the Phase Familiar Hex. They could break into Hexes with the Basic Lesson feat, but the cantrip and Phase Familiar are seemingly unavailable.

It could very well be that Phase Familiar and the Hex Cantrip are just Witch exclusive abilities. I guess I'm just wondering if anybody noticed something I'm missing (i.e., some alternative path for getting access to the Hex Cantrip).

Honestly, my initial instinct would be that there should be a Witch Dedication feat, similar to the Arcane School Spell feat, that gives the character a Focus Point, the Patron's Hex Cantrip, and Phase Familiar.