Eric Hinkle wrote:
Having read the new militia rules, but only skimmed the mass combat section of Ultimate Campaign, I'd say they are two distinct systems. It might be possible to shoehorn the militia rules into the mass combat system with some creative design work, but I don't believe that was the intention. I'm most curious about the new Troop subtype for creatures and am wondering if there's going to be any additional information about it before making its full debut in Bestiary 6.
PRD wrote: "If the triggered action is part of another character's activities, you interrupt the other character. Assuming he is still capable of doing so, he continues his actions once you complete your readied action." I believe this will clear up the issue of whether or not the bad guy has to continue moving after you're ready action has occurred.
Male Human
Just dropping in to let y'all know I'm still around. Work has gone from crazy to insane! We've lost half our department, but still have 100% of the work. A couple of us have adopted the Marine's moto, "The few. The proud," as a result. I've skimmed the posts, but don't want to know too much of what I've missed as I'm looking forward to the Hurst Notes version of events. Looks like you haven't gotten into too much trouble - yet.
Male Human
Thanks for the heads up. As luck would have it, I actually own the Curse of the Crimson Throne AP, and think I recall seeing the article that you mention. Of course, I breezed over it at the time as I explored that issue, but now I think I'm going to have to take some time to actually read it.
Dragons: They're probably the most under-represented creature for their iconic status. I wouldn't mind seeing them more. Even throwing a little one at the low tiers would make for some excitement. Goblins: They are Pathfinder's iconic monster. I'm not sick of them, but I don't necessarily want to see more either. Orcs: One scenario? Really? I'm guessing that if no one has noticed this before now, they're not particularly missed. That said, I think they do offer some potential plot hooks. Drow: They don't occupy the same niche on Golarion that the "mainstream" seems to put them in. Like orcs, they offer some great potential plots. An up tick might be nice, but we don't need a sudden spike in drow sightings. Dinosaurs: I don't know if it's more dinosaurs I want or just more reasons to visit the Mwangi Jungle. Undead: While undead do seem to be in the top three most popular types of opponents, I don't necessarily mind this. At the same time, though, don't pit me against some skeletons or ghouls just because there are a few dead bodies lying around the room unless it actually makes sense to the plot. Swarms: Everyone's favorite monsters to hate. Just the way I like it. Outsiders: A pretty standard and versatile alternative to fighting humanoids. It might be worth exploring the idea of crossing paths with an extra-planar cabal or organization for more than a single scenario. Humanoids: You're not going to run out of these guys to fight. They're the reason every ranger I know makes humanoid (humans) his first favored enemy. Overdone? Maybe. But that's the world we adventure in. It would be refreshing to see some non-humanoid organizations to go up against though.
The 35th annual Council of Five Nations is being held Columbus Day weekend in Schenectady, New York. Plenty of PFS action will be had, including 4 modules of various levels, the season 4 battle interactive, and a kid's track! Check out it out on the event page, or the convention website.
Okay, so I've developed two character concepts. The first is Ka'yeth'ri, a wendifa (i.e. juju oracle) from the Mwangi. The juju oracle revelation is from Adventure Path #39, "City of Seven Spears", so I'll understand if you don't want to allow it. The alternative is Malkith, a Varisian Harrower (i.e. oracle of lore), utilizing the Harrowed feat from the Inner Sea World Guide (as well as the spell and prestige class if/when the time comes).
It's been my experience that most players have a certain stereotype that they gravitate towards. For some, it's the ability to sling spells. Others enjoy the hot stink of an opponents breath in their face as they wade into melee. Still others prefer to stand at the back and rain death upon their foes with bows and guns. There's no right or wrong choice so longs as you're enjoying yourself. It's a good thing to change it up a bit on occasion too. It gives you chance to see what you're missing and even remind yourself as to why you might not care for one class or group of classes. And don't sweat it if you start a character and aren't digging it. You can always put her on the shelf for a while and dust her off now and again down the road. Jonathan's got a good suggestion of running mock combats. If you've played some higher level scenarios, you might try replaying them without credit to get a more complete experience as well.
Chronicle sheets granting access to races other than the core seven aren't available to everyone like the holiday boons or Pathfinder Tales chronicle sheets. Typically you have the chance to obtain these special boons at conventions, but occasionally smaller game days or events may offer the opportunity as well. There is no formal list of what those chronicle sheets are (not all of them grant racial access) that I'm aware of, but since they're not freely available and I'd venture to say that the majority of the PFS population doesn't possess one, I don't think anyone has really seen in necessary to compile such a list.
Yumeko, What we did to get the ball rolling for PFS in the Albany, NY area was to focus on a monthly event. We have a local gaming association that hosts a monthly Game Day one Saturday a month from 11am - 10pm (two 5-hour slots). It was an easier commitment for people than a weekly game and other members of the association will occasionally sit down to play as well. Then, if you occasionally run PFS at another store or Game Day, you can direct them back to your "main event". We started out with only one or two tables per slot, but now we're easily accommodating three to four, have branched out to weekly games at a couple of the local game stores, and still looking to expand! I would also recommend reaching out to some of the International Venture Officers, like VC Karim Majeri in France (probably the closest to you geographically?).
Two thoughts I have about making factions more meaningful and the competition between factions more interesting without making it outright hostile are as follows: First, give the factions their vary own scenario each season. Only PCs of that faction are eligible to play. While providing 10 special scenarios each season like this would probably screw up the production schedule pretty good, it could be limited to only factions that achieve a set number of faction missions by the end of the season; or probably more realistically, the overall winning faction each season could get their vary own scenario in which the PCs are sent to accomplish their faction's overall goal for the season. Second, what about incorporating faction-specific advantages into scenarios. Something that doesn't pertain the faction mission itself, but that is provided in the faction briefing so other factions aren't aware of it. Not every faction needs this in every scenario, and it wouldn't be something that is required to successfully complete the scenario, but just make it slightly easier. For example, perhaps the Chelaxians have a contact in the next city who can provide information about a secret way to access the abandoned church the party is headed to; or the Shadow Lodge has an item that it will loan out to reveal the location of a specific trap; or meeting with an Andoran spy that can reveal a surprise ability that the crime lord likes utilize in combat.
The double-chained kama from Ultimate Combat is a two-handed melee weapon, which normally wouldn't qualify for the weapon finesse feat. However, in the description, it states that "the wielder can attack as if armed with a single kama in each hand." Does this permit a character to use the double-chained kama in conjunction with the weapon finesse feat even though it's considered a two-handed weapon? What about when making a reach attack or combat maneuver with the weapon? With the addition of weapons from sources like the Adventures Armory and Ultimate Combat, is there a chance there might be an updated list of non-light melee weapons that can benefit from the weapon finesse feat?
Is it the lack of a second GM or a greater hatred for 3-player tables that the 7-player table issue keeps coming up? It seems to me that if you have 1 GM and 7 players - especially on a regular basis - and people are so set against playing/running that sort of configuration, then the desirable thing to do is have 2 GMs, 2 pre-gen NPCs, and 6 players.
I'm pretty sure I know where the shortcomings are for this item, but I'm curious to hear Clark, Neil, and company's opinions. Brogans of the Spectral Auroch
Three times per day, the wearer may become incorporeal when charging an opponent. This allows him to ignore terrain or obstacles (including other corporeal creatures) that would otherwise impede a charge. Force effects and incorporeal creatures affect the wearer normally. The wearer must still move to the closest space from which to attack his opponent and that space cannot be occupied. The effect ends and the wearer returns to his normal corporeal state immediately before making his attack.
Sajuuk, Turtle of Creation wrote: Here's a possibly odd question - How far north does the Albany, NY region cover? I live up in Lake Placid, and so far we don't have any Pathfinder Society coverage (granted, there's only a few gamers up here in Yetiland). Generally speaking, I think Evan and I are actively covering as far north as the Saratoga area. However, shoot us an email and we'll see what we can do to help out.
This was my initial idea for the contest this year, but I abandoned it before getting around to calculating the cost/price of the item. Sacrament of the Final Breath
Description
Performing the rites is a standard action that provokes attacks of opportunity. Upon completion, one adjacent creature that has -1 or fewer hit points must succeed at a DC 16 Will save or begin dying. The target automatically fails its Constitution check and cannot otherwise be made stable, although healing still restores the creature’s hit points as normal. This effect persists until the creature’s hit points are no longer negative or the creature dies. Creatures that die while under the effect of the sacrament of the final breath cannot become undead. The effect is considered a death effect for purposes of spells such as breath of life, death ward, or raise dead. Construction
Matías Torino wrote:
A good designer should be able to make those clarifications without using up an excessive amount of his word count. In the fire dragon example, explaining what happens to your gear, whether you can fly and breath fire, etc. can be answered simply by stating that it's a polymorph effect. And if it's not a polymorph effect, then why not? Is it really worth the word count to not make it such?
Morpheanwine wrote:
I was running a Monday night PFS game at Zombie Planet for a while over the summer, but between Labor Day, hurricane Irene, and school starting for the kids, things fell apart. The current Pathfinder game they've been advertising is someone's home game, not PFS. I'm hoping to get PFS going again after the new year. If you want to keep up with what we're doing in the Albany area, we've got a Facebook page HERE.
I've been very interested in checking this campaign out! It sounds like a great blending of the fantasy Pathfinder game into a steampunk setting. My thought is to play a human gunslinger who used to work as a freelance private investigator until business dried up and, on the verge of going completely broke, conceded to work for the RHC. More detail to follow if the idea is approved of.
dathom wrote:
Interesting. When did they start charging for the pdf copies?
Andrew Christian wrote:
Yes, those are the items in question. However, since the spells are 2nd and 3rd level respectively, they don't fall under the list of Always Available Items. Additionally, while it shouldn't take long for the characters to accumulate enough prestige to reach the 500gp threshold, they still have a few scenarios to go before they reach that point. I realize this isn't a pivotal issue. I guess it's more of a technicality that I'm curious to hear other peoples' thoughts on.
I preparing the In Service to Lore chronicle sheet for my players, I noticed that two of the five treasure items listed are carried by Auntie Baltwin. Although it's possible, it seems highly unlikely that most encounters with her will end in combat and, therefore, the party acquiring said items. Should the party really be denied the items in question if they don't fight her, even if they did uncover all of her dirty secrets? This is a great social conflict encounter that avoids the need to resort to combat, but then seems to reward unnecessary violence in the end.
Council of Five Nations is the Schenectady Wargamers Association's annual gaming convention, held every year on Columbus Day Weekend in October (7th-9th). It is one of the longest-running adventure gaming conventions in the world. Council will once again be held at at the Proctor's Theatre and Conference Center, in the heart of downtown Schenectady, New York. This year includes its largest offering Pathfinder Society yet, including the battle interactive Year of the Shadow Lodge and the exclusive The Midnight Mauler. More information about this convention can be found HERE.
Council of Five Nations is the Schenectady Wargamers Association's annual gaming convention, held every year on Columbus Day Weekend in October (7th-9th). It is one of the longest-running adventure gaming conventions in the world. Council will once again be held at at the Proctor's Theatre and Conference Center, in the heart of downtown Schenectady, New York. This year includes its largest offering Pathfinder Society yet, including the society special Year of the Shadow Lodge and the exclusive The Midnight Mauler. More information about this convention can be found HERE You can also get more information about local Pathfinder Society games and events with our Facebook group
Consider me interested. I own most of the 3.5 Eberron rule books and have read a couple of the novels. I've also run many of the published adventures, including those from Dungeons magazine. However, I've only recently returned to the setting after having not run/played in it for a few years, so my knowledge is rather rusty. The campaign you describe sounds like it would be an excellent oppertunity to get re-acquainted.
DM Mathpro wrote: Recruitment will be closing on Monday. Guess I'm cutting this a little close. Here are my die rolls. A full write up for Eisen Helstrom, human alchemist, will come before the weekend is over. Set One:
2d6 + 6 ⇒ (4, 3) + 6 = 13
2d6 + 6 ⇒ (4, 4) + 6 = 14 2d6 + 6 ⇒ (3, 2) + 6 = 11 2d6 + 6 ⇒ (4, 4) + 6 = 14 2d6 + 6 ⇒ (6, 1) + 6 = 13 2d6 + 6 ⇒ (1, 4) + 6 = 11 Set Two: 2d6 + 6 ⇒ (2, 6) + 6 = 14
2d6 + 6 ⇒ (4, 2) + 6 = 12 2d6 + 6 ⇒ (5, 5) + 6 = 16 2d6 + 6 ⇒ (6, 2) + 6 = 14 2d6 + 6 ⇒ (1, 3) + 6 = 10 2d6 + 6 ⇒ (6, 6) + 6 = 18 |