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Remember: Krune doesn't see them as a threat the first round. He tosses off some stuff that is painful, but not a straight kill. After that, he realizes that they are *not* here to worship him, and they *are* a threat. At that point, he would start to work with all the might of a high level 31 intelligence wizard.
Run away. Use summons. If he isn't in the room, he can't command the summons to block the exit portal, so the party still has a chance to run.
Oath of Charity boosts your healing by 50% towards others, but cuts how much you heal yourself by 50%.
There are also the feats Reward of Life and Reward of Grace. Reward of life heals you your charisma mod in hitpoints when you heal others with lay on hands. Reward of Grace gives you a +1 sacred bonus to attack rolls after using lay on hands (not directly healing, but something you can use often!)
I played Bonekeep slot zero, run by our friendly VC, who tried mightily to kill my poor Paladin.
The first room goes well...until the barbarian/ranger leaps in front, after my Paladin had carefully explained that she was to go first. The sorceress opens up on the columns...only to watch her spells go "fizzle". She spends the rest of the fight staying out of the way and aiding occasionally. The rest of us put down the baddies, and we march on to the room with the well.
My poor paladin phenomenally missed her perception check to notice the oozes. They began to use their ability to mind punch me, causing 1d4 Int damage. Normally, this isn't a problem, but with Int of 5, she doesn't exactly have a lot of brains she can afford to lose. Thankfully, she just gets headaches and not damaged. The sorceress starts to unload some spells, and these monsters are immune to her energy type. She's getting pretty "unhappy". This room gets handled eventually, but it took awhile.
Next stop...a room with an obviously trapped box. Unfortunately, Vati doesn't think that, and walks up, confirms the box isn't evil, and asks someone to open it. We disarm the first trap, feel pleased with ourselves, and start walking towards the room with the Rats. And then it all hits the fan. The rats come towards us, and we move to fight...only to get zapped. Two of us go down immediately from the trap (the friendly GM rolled high), and I'm 1 hp from negative con. The cleric heals me up, and Vati then proceeds to start doing what she does best: preventing everyone else from dying.
I start pumping out Bastions of Good, pump my shield's AC with my bond, and get the warrior of the holy light bit up. My AC was in the mid 30s at this point, and the party was barely getting hurt. We try to fight the monsters off, at which point one character gets isolated and ground down. The other two surviving members and I decide that it's high time to run. The other two make like track stars for the exit, and Vati fight's defensively, holding the line. The other survivors make it clear, leaving just me against all the horrors of Bonekeep. I work my way into a hallway, and start my way out. And then some of the rats dissappear. Well, I find them standing around the exit, physically blocking my path. Long story short, I slowly carved my way through the weaker rats, and escape Bonekeep at single digit hitpoints, no more lay on hands, no special abilities left. We did slightly better than break even, after we chipped in the Raise Dead castings, but we had quite a tale to tell.
I *really* enjoyed this, as it was *exactly* what this character's personality was all about, and performed exactly as hoped.
So...if the ITS doesn't have to be signed, how do we know it is legit and that they didn't fake it?
Do people really have time to check every single chronicle and every single ITS paper before every single game? (Not baiting, honestly wondering how people get that done)
And wouldn't you rather spend that time gaming?
I'm not a fan of the ITS, and I have rarely seen it used, especially at convention settings. It is extra paperwork, because I frankly don't have time to check every single ITS at the table and see if their math is right. If something seems sketchy...I total up their most expensive equipment and compare it to the WBL table. If it's close, then I'm not worried.
I trust my players. And if they're going to cheat the system, then they'll manage to cheat the ITS until I run into the same problem as before: I think something is off and I double check the WBL.
I'm glad the ITS works for some people. It doesn't work for everyone, so forcing everyone to use it doesn't make sense and begs to be ignored.
If all factions give skills, then factions are becoming replacements for the settlement.
Factions were announced well after settlements, and to say otherwise is disingenuous. Its possible I missed a blog post somewhere, but until a few months ago, we didn't even *have* factions, and until a week ago, they were so people could PvP Red vs Blue style.
PFO is all about meaningful interaction. And the more you shift the focus to NPC led factions and away from player led settlements and nations, the more you *decrease* meaningful interactions.
And that is a sad day indeed for PFO.
My issue is that PFO was designed around meaningful player decisions. That any factions that arose would be a part of an organic growth process done by players. That skills were earned from settlements.
Factions to learn skills means people will be out there grinding faction rep to get skills. Factions are artificial. If these are skills that need to be trained...what makes them so special that you can't place them in a settlement? I see *zero* reason to take some skills out of the hands of settlements and place them in arbitrary factions. If a city wants to be a large merchant hub, they would need to set up the facilities to handle that. Same for bandits. Now, you just need to go make an arbitrary NPC happy enough with you to teach you a skill.
That's a cheap way out, and not in the spirit of what PFO is all about.
Out of curiosity and a desire to see some camaraderie on the forums, lets discuss our favorite scenarios!
I'd love to see your:
Top 3 Scenarios to Play
Top 3 Scenarios to GM
Top 3 Scenarios for New Players
Top 3 Scenarios for New GMs
Feel free to detail why you chose your top 3, but please try to avoid spoilers!
Chris Mortika wrote:
The sarcasm and smug attitude don't much help your case, mate.
Chris Mortika wrote:
But he also consorts with a cacodaemon familiar, whom he has given leave to eat the souls of the wicked.
Frankly? If you pulled that at any table of any GM I know, your character would be ruled evil and removed from play. If you don't see having a daemon *eat a soul* as evil, then nothing clearly qualifies and this conversation is pointless.
There are some days I'm glad that these tend to stay as forum arguments and don't become real issues.
My one concern about this is that you are creating unintelligent undead. They are not capable of remembering their former life, and you are causing damage to their soul (animated dead cannot be raised, they need a resurrection spell).
While I think you have a very interesting concept...I'm not sure it quite jibes with how the game lore works. In order for your actions to still count as "Good" in my book, you'd have to find a dead body whose soul is willing to be permanently warped and damaged in order to further a specific goal. You'll find very few of the departed willing to do so, and since all spells stop at the end of an adventure, you'd have to find such a person at least once an adventure.
I think this is a very thought provoking concept, but perhaps one best suited for a home game to actually work as intended.
We chose to join CotP because they matched our view of games and gaming. It gave us a wider pool of players to draw from, and more games for us to play with a community in the mean time. Our interests mirror CotP almost exactly. As for smaller communities....TEO is the CotP branch for PFO. We are free to act as we please in the game, as long as we don't act against what CotP stands for. TEO is further subdivided into interest themed guilds (The Explorer's League for our scouting types, Golden Scales for the Crafters), so you'll find a community for whatever you want to do in PFO.
Speaking as the leader of The Explorer's League, I hope you join TEO and more specifically the Green Cloaks (our nickname for the League). Regardless, best of luck in PFO, and may your paths ever be interesting!
(Lifedragn will almost certainly say most of this, but far more eloquently)
None of my characters would really have a problem with it.
Vati (Paladin, Ultimate Mercy specialist) might just raise the poor sod for free, just to avoid any questions of evil.
Ashan, Mystic Theurge of Ragathiel, would consider it borderline and would want to engage in a lively discussion of the ethics of what you are doing.
Everyone else would just shrug and keep moving.
Zach Williams wrote:
That comment was rather unncessary and rude, especially considering your position. People are free to view PFS how they will, and especially to voice their opinions. PFS is a shared campaign, so telling people not to *share* their opinions is close minded and foolish. If I started playing PFS in Season 6, and it had a whole mess of robots and such, then I likely wouldn't have come back.
Get off your high horse, sir.
Ally gets hit for 30 something damage, and is at -4. You heal him for 15. The enemy hits him again for 30. Now he's at -19 and likely dead, rather than unconscious.
At low levels, its just as bad. Awake at 2 hp, when the enemy can hit for a lot more, well, it leads to a lot of deaths. Its where I see a good third of the deaths at my PFS tables.
I'd promptly turn you loose on time travel, cold fusion, and faster than light travel.
In a more serious vein...people don't know about those documents, because they're new. They have to be told. And then you sit down and read this massive hunk of paper that is the Guide and are still confused (much better than season 1, I'll admit). And then if you want to create a character with all the cool features, you have to then go read the additional resources document, which is now crazy long and not intuitive and not easy to use.
Of course we'll have to teach new players these things. And even if the guide were shorter (won't happen, and shouldn't), new players would still have questions. And additional resources...that really does need a revisit and clean up. It is rather challenging to use, and some items are flagged as both illegal and legal (see the underwater crossbow).
I support the idea of a neutral meeting ground to display the current treaties and a location for hostile parties to meet without violence. However, I do not support the creation of an oversight committee to enforce treaties. Dozens of guilds would be created to inflate a group's voting bloc, and some would create fake characters just to create even more guilds.
Further, such a location would almost have to be a NPC town, because a player settlement would draw competition (markets, resources, territory, etc).
This almost sounds like something to be handled out of game, such as a dedicated website to list current guilds/companies/nations/settlements (whatever term we're using this month) and their mission statements, and the current alliances/war status of said groups.
Not so. Please read the quote again. It says crimes committed *to* an exiled character doesn't cause crime or corruption etc. Anything the exiled character does will still affect the various ratings.
You have to have a limit on how little time it takes to get something done. Even with diminishing returns, you can simply add more muppet accounts to raiding to destroy things at a crazy rate.
For someone who claims to love PvP, I would think you would want the challenge of holding a facility for a period of time. You might actually have to fight people that way...
Metamagic Rods: find a few that give you some handy options. By eyes of the 10, my Omni-Caster (Paladin/Sorc/Oracle blend) walked around with a quicken metamagic (lesser) rod in hand. Consider carrying the rod of your choice at all times. Elemental rods are handy for blaster casters (because flat out immunities *suck*). Also, Dweomer's Essence (500 gp) can be used as a consumable to give you a +5 boost on your SR check. Not a good option for *every* spell, but sometimes, you really really need a spell to stick.
I've always seen it as the grapevine. Team of rookies come back, all covered in spider bites and nearly dead. They'll surely talk about needing something to deal with swarms. Further, I usually have my characters give advice (in character) to newer characters, verbally passing on some ideas and warnings.
That said, my Int 5 Paladin might carry some of the above mentioned stuff, but would wait to be told what to use or to try and figure it out.
Thank you, Nihimon the Erudite!
Lawful Evil doesn't necessarily suck. Lawful settlements, *if* they keep the crime rate down, will have an advantage over Chaotic settlements. Good settlements, *if* they keep the people happy, will have an advantage over Evil settlements. Now, LE can be brutal in the application of its laws. It shouldn't have much of a challenge there. Lawful *good*, on the other hand, has to not only enforce their laws, but do so in a fair and just manner, meaning they will need to work harder to keep things there.
Mechanically, LE looks to be fairly powerful. CE, well, they won't have many advantages. The one they will have is this: unless it burns rep, they have *zero* reason not to do whatever they want. And that kind of crazy is a factor in its own right.
Pax Shane Gifford wrote:
Certainly is historically true that siege weapons were usually built on site.
However, imagine going to United Nefarious Citizens settlement and seeing catapults being built in the middle of the town square, or over by the barracks. Suddenly, you know that *someone* is in for a bad day. Of course, they could be bluffing. They could be just trying to make all of their neighbors bulk up their defenses instead of working on their economy.
Now, assuming that this settlement is NBSI, then suddenly you have a need to periodically sneak someone in, to notice what they are up to.
And as the siege weapons are being moved, you have a chance for people to try and take out the siege weapons on site.
Bonus: the only place you can set up a siege camp is the location where a POI would normally be.
Good heavens, I think I love this system....
Vati is the nest mother of every expedition. As such, she'll put sneaky souls back where they belong, like naughty run away children. Because the Boneyard is scary and lonely, and no one should be left there.
NPCs, its usually because something jacked up has happened. Like a certain scenario that involved dead parents and the children are now orphaned. Vati took a few days to sort the bones (Int 5 has its draw backs...), but fixed them in the end. Happy family reunions!