rakur's page

Organized Play Member. 32 posts. No reviews. No lists. No wishlists. 2 Organized Play characters.



Scarab Sages

We had our first death during our last PF2 session and the player would like to keep his character. At that point we started diving into how to bring them back to life, and determined Resurrect would be the best option. This led to looking closely at the ritual rules, and we came up with some questions.

1. How much does it cost to hire someone to cast Resurrect? There is a material cost associated to the ritual, but is there any mechanic to determine how much the caster and the two assistants would charge? We determined that they would need to be pretty high level.

2. How easy would it be to find a willing caster/assistants? At the bare minimum you would need a 9th level character along with two higher level assistants. At 9th level, the chances of successful making the check needed for the ritual is pretty low, so the character would need to be even higher then that. How common is it to find NPCs that high level?

3. Do you roll for success of the ritual if an NPC is casting it or just allow an automatic success?

Scarab Sages

Hello,

My players have made it to the battle against the Dancing Lady and they have all failed the will saving throw. I have read the thread which says that the Dancing Lady cannot grapple and continue dancing, but that she can attack and dance. Effectively, this could be a TPK, which I do not want to do. My players prefer to win, and get6 really frustrated when bad things happen. I ended the session with them all entranced by her dance. I had her use detect thoughts on them and asked each player how they would feel about an alliance with the Dancing Lady, hoping to resolve the situation that way. Out of the five players, only one said they would work with her. The others said they will kill her when free. Any ideas on how to resolve the situation? Thanks.

Scarab Sages

My group will be starting Kingmaker soon. We have been away from Pathfinder for a few years and are looking to make a come back. Everyone is really excited about the concept of building and ruling a kingdom of their own. Several of my players are very mechanically driven and from reading the posts here it looks like the rule system included in the AP is lacking. I notice a couple of different supplements mentioned to assist.

My question is, would you suggest using Ultimate Campaign, Book of the River Nations, or some alternative kingdom rule set?

I really appreciate any insight or suggestions that can be offered. Thanks!

Scarab Sages

As a druid, if I discard a card to roll a d10 instead of my strength die do I still get to add any bonuses I have accumulated due to trait increases?

IE: Is the strength die considered the d4 or the d4+2?

Scarab Sages

Its not a big deal, but I was reading through the new monsters presented in the Stolen Land bestiary and I found a few descrepancies. They are all related to the "flavor text" of the monsters, but I find it weird that the writer contradicts himself like that. Its hard to get an understanding of how the creator intended the monsters to behave.

The first one I saw was in the Tatzlwyrm description. In their description it says, "tatzlwyrms are deeply cunning, building complex lairs.." and then later on it says, "and laziness prevents them from complex and time-consuming tasks like constructing more elaborate lairs.." Now which one is it? Do they construct elaborate lairs or are they too lazy to construct elaborate lairs?

The other one I found was with the Thrawn. In its descrpiton it says "Ogre-like in stature and dimwittedness.." and its actual stats represent that, with a negative intelligence and charisma. Later on in the entry, Ed Greenwood comments on how the thrawn are "intelligent tricksters" who can "stalk PCs for long periods, deceiving players into thinkinging their up against a secret society or a wizard.." These are large ogre like creatures, with a negative stealth, Intelligence, and Charisma. The statistics and opening description really contradicts how the creator imagines them to be portrayed.

These contradictions aren't a big deal, but I just found them odd. I know DMs have creative license to have the creature behave in any way they wish them to, but I'd prefer to actually understand what the original writer intended for these creatures.

Scarab Sages

I asked a similiar question in the general Pathfinder forums, but I have a follow-up question specific to organized play.

My home group is starting Pathfinder society tomorrow, and we are all new to orgnaized play. I was making my character and came across Trelmarixian the Black in the Pathfinder wiki. Can I be a cleric devoted to him in Pathfinder society?

My original question to the general forum concerned being a Neutral cleric of a Neutral Evil deity, since you can't be evil in organized play. Some people thought that you can only be true neutral if you're deity is true neutral but another guy said that was an old rule that was removed in Pathfinder RPG.

Since clerics are strongly influenced by their deity-choice I would really like a definitive answer on how cleric alignment works in Pathfinder society. I'd hate to have to scrap my character because I found out that he wasn't rules compatible.

Thanks!

Scarab Sages

I have a question about the archdaemons. I don't actually own the campaign setting yet for Pathfinder, but I ran across them on the Pathfinder wiki. I was going to make a cleric of Trelmarixian the Black, horseman of Famine, but I noticed on a sidebar the wiki mentions that the only allowable alignment for its clerics is NE, LE, and CE. The Horseman's alignment is NE. Is something mentioned somewhere that archdaemon's clerics don't follow the normal rule of allowing clerics to be one step away from their deity. Normally, a cleric of a NE deity could be neutral.

Thanks!

Scarab Sages

Our group has decided to start up Pathfinder Society, mainly as a fill-in until we can get the next Council of Thieves adventure path. I have already downloaded and sent out copies of the Pathfinder Society guide.

I guess I'm a little confused over the whole Season 0 and Season 1 thing. We will be using Pathfinder rules, but we don't mind converting adventures. Would you guys suggest starting with Season 0 or just skip right ahead to Season 1? Besides the obvious rule set differences, is there any other fundemental differences between the two seasons? I was reading that GMs don't get credit for Season 0 stuff and that the faction quests are only in season 1. Is that accurate?

Thanks for any advice concerning this topic.

Scarab Sages

Does anyone know if there is a release date for the next AP? The Trials were shipped to me on the 21st of last month, so I figured the next part would be around the same date. In anticipation for that, I placed an order for several other books and indicated for them to all be shipped together. Its a week past now, and still now signs of shipping. I'm thinking maybe I should just cancel the order and get the books some other time.

Scarab Sages

I am currently running a group of 5 people through the Council of Thieves story line. This is our first introduction to the pathfinder world, and Paizo in general. The group finished up the module a lot faster then expected, taking 2 Saturdays to get to the end. We still have a little mor eof the last encounter to go through, but then we will be done. I worked out the math, and with story rewards they should judt hit 3 by the end.

My question is.. what would you guys suggest we do while we wait for part 2 to come out? From what I understand it won't be until 10/07, so thats at least 2 weekends. I was thinking on picking up the Crypt of the Everflame module, even though its for level 1 characters. I could just upgrade it a bit. I'm just concerned that if I do that, the players would just out-level the adventure path.

Anyone play through or run the Everflame module and think its possible to adapt it to a group of 5 level 3 players without impacting the story too much? How about the impact the extra xp/magic items will have? Do you feel it will make the players to overpowered as the Council of Thieves progresses?

Thanks!

Scarab Sages

I'm really new to PFRPG and Paizo in general. We currently only own the core book and the first Council of Thieves adventure path. While we were doing the character creation process, a couple of my players expressed concern over the complete lack of deity description in the core book. Is this information printed somewhere else? I'm looking for a more in-depth description of each of the gods, such as holy symbol appearance, clergy behavior, and divine edicts. Thanks.

Scarab Sages

My group is starting the Council of Thieves chronicles, and as this is our first foray into pathfinder rpg and paizo, we ran into two questions really early on.

1) How many characters are these adventures designed for?

2) We are using the option to purchase abilities rather then randomly rolling. How many points should we use if we will be exclusively using these adventures? We figured if we used high fantasy and the adventures were designed with a different stat buy in mind, we would overpower the encounters.

Thanks!