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Ascalaphus's page

FullStarFullStar Pathfinder Society GM. 6,012 posts (6,013 including aliases). 70 reviews. No lists. 1 wishlist. 10 Pathfinder Society characters.


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Sovereign Court

AwesomenessDog wrote:
Double movement cost is half speed, just worded different. Grease encompasses difficult terrain and has more effects.

No, they're fundamentally different things which sometimes have the same consequences.

Difficult terrain is a property of the terrain, halved speed is a property of the character. If I'm Slowed, that doesn't make the terrain difficult for you. And I can still make 5ft steps.

I do think Grease is badly written in that it would make much more sense to write it as difficult terrain instead of as halving a PC's speed.

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Crimeo wrote:
The effect of difficult terrain is that each square counts as two squares of movement. The definition of difficult terrain is "such as heavy undergrowth, broken ground, or steep stairs".
That's not actually a definition either, as a definition requires both necessary and sufficient conditions be met or implied. Difficult terrain HAS no definition in the book, because they don't even pretend or attempt to meet those requirements, they're clearly just listing some random examples and leaving it up to you.

I think this is the heart of the problem. There are actually examples of "extra difficult" terrain listed that cost 4x movement costs, but those still seem to be considered difficult terrain, subject to relevant abilities etcetera.

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Byakko wrote:

I would like to contrast this with the Solid Fog spell which states:

Creatures moving through a solid fog move at half their normal speed

And then later on:

A creature cannot take a 5-foot-step while in solid fog.

First, it's clear that a creature at the edge of a Solid Fog cannot 5' step out of it due to the second quote.

However, this might either support the 5' step out of grease case (because it lacks this additional sentence), or oppose it (solid fog's extra sentence is a clarification to the general rule that any creature within a spell effect is affected instead of using difficult terrain guidelines).

It doesn't really prove anything; it looks like Solid Fog is providing a specific rule for that special case, as an exception to whatever rules may apply normally.

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Curaigh wrote:
Ascalaphus wrote:
For elementals - just learn Terran. Earth Elementals are by far the most versatile elementals, due to Tremorsense and Earth Glide. The other languages are a much lower priority, though eventually nice to have.

Hah! I would have said Auran, as the flight ability is huge for low level parties. That and swarms of tiny & diminuitive creatures do not fair well in whirlwind & whirlwind doesn't care about invisible either. TETO :)

I agree what's-beyond-that-door can be useful, but summoning is not as convenient as other ways. Personally, I do not think three or four rounds of scouting will be that useful, at least not as useful as three rounds of slam attacks, especially when the earth elemental doesn't know the difference between red scales & black scales.

But I do applaud creative uses of spells, as BretI showed. :)

It's also handy for getting them into flanking position or past a fighter screen to harass enemy casters.

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A "good faith" case would be retraining an animal companion out of Weapon Finesse after it becomes Large and its Strength exceeds its Dexterity.

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For elementals - just learn Terran. Earth Elementals are by far the most versatile elementals, due to Tremorsense and Earth Glide. The other languages are a much lower priority, though eventually nice to have.

As for most other outsiders, the low-level ones are good for little other than fighting, and the higher-level ones speak a lot of languages themselves.

I think you're really overestimating the amount of languages required in practice. Handle Animal could be worth it though, but the trick-less critters will have significant DCs. Speak With Animal can be useful there, or the Feral Speech wizard discovery.

For clerics, there's the Herald Caller archetype:


Divine Heralds (Su): A herald caller can use summon monster spells only to summon creatures particularly appropriate to her deity. This includes all creatures listed as summon monster options for priests of her deity (see Expanded Summoning for Priests on page 30), creatures whose alignment matches at least one aspect of her deity’s alignment, and creatures of an elemental subtype that matches a domain granted by the deity (if any). When summoning a creature that is normally summoned with the celestial or fiendish template, a herald caller of a chaotic deity can instead summon it with the entropic template, and a herald caller of a lawful deity can instead summon it with the resolute template (see pages 292–293 of Pathfinder RPG Bestiary 2 for more information on these simple templates).

Because of these summoned monsters’ strong ties to the herald caller’s deity, the herald caller also gains specific benefits with creatures she summons with summon monster spells gained from her cleric spell list. The herald caller and her summoned monsters can understand each other’s spoken words as if they shared a common language (though this doesn’t give summoned monsters the ability to speak if they normally lack it). Whenever the herald caller uses channel energy to heal, she can include all of her summoned monsters, even if they are out of her normal channel energy radius or of a creature type that would not normally be affected. If she channels energy to deal damage, she can exclude any of her summoned monsters that would normally be affected.

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Jack Brown wrote:

I wouldn't call it an "anywhere vs. anywhere" thing. I agree with GM Lamplighter that it is up to the GM to keep things moving... both in RP and in fights.

One thing I agree with Andy Christian on is that you can have pretty awesome RP without it taking hours

So, here's how I do the "social combat" thing, as it has been described. First, put down face cards for each of the NPCs that the characters can interact with. Then, for each "round", have the players put their mini on the card of the person that they are talking to. Then, once that is done, go around the table and have each player RP their interaction. It should only take 1-2 minutes to get the gist of what they are saying and the interactions, at which point, they can roll the appropriate skill (based on how they are interacting).

I wonder if this is really the assumption of the writer? I suppose that way you could run things on time, but it seems rather minimal to me. Like you're just giving the summary instead of the RP itself.

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So quite a few times now, we've had games running long in scenarios with significant RP. In scenarios like Blakros Matrimony, Immmortal Conundrum, Hellknight's Feast and Throaty Mermaid, but also in ostensibly more fighty scenarios like Where Mammoths Dare Not Tread.

As we were discussing this yesterday after an epic 8-hour no-digression no-breaks run of Hellknight's Feast, one player suggested it was "a European thing", that in the American experience the RP is much smaller and more "roll your way through it". I put it down to anecdotal evidence and differences in local scene. I've noticed that the way the game is played in nearby towns can already be quite significant right here in the Netherlands.

But I do wonder: how is time for RP calculated in when writing a scenario supposed to fit into 4 hours?

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AwesomenessDog wrote:
Ascalaphus wrote:

I've also hit FAQ because the issue could stand to get some clarification. Because people will tend to heap all kinds of things together - although they may be similar, they're not the same.

For example: you can't 5ft step if the terrain is difficult, i.e. doubles the cost of moving. There is no rule saying you can't 5ft step if you are slowed to half speed (Slow spell, Entangled condition), but people tend to equate those two different things.

The definition of difficult terrain is that all squares cost two movement, grease makes the squares count as two movement if you've succeeded at the check, therefore grease is difficult terrain as its effects are encompassed by the definition. (Grease also states, by omission even though its very obviously implied, that you cant run or charge through it like difficult terrain.) It is difficult terrain with some bonus penalties added on. Contrary to seemingly popular belief, the lack of a word that is defined does not make it so that when it is defined without the word itself it's definition does not apply.

Regardless of that fallacy, half of 5ft is still less than enough distance to make a 5ft step and cannot be done.

Sorry to bring discussion here.

First, you're responding to a point I wasn't making. I was talking about the difference between things that slow you vs. things that make terrain difficult.

Second, you're mixing up cause and effect here. The definition of difficult terrain is "Difficult terrain, such as heavy undergrowth, broken ground, or steep stairs,", the effect is "Each square of difficult terrain counts as 2 squares of movement. "

Not all things that have the same effect stem from the same source. It's the same as saying "if it rains the streets get wet, the streets are wet, therefore it must be raining".

Besides, greased terrain clearly isn't the same as regular difficult terrain, because in regular terrain you don't have to make acrobatics checks to move.

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Tracking grandfathering for everything would be very messy.

It's probably less cumbersome to accept that for a handful of items there's meaningful "book variation". It's not the end of the world. Every printing of bear traps is different but life goes on. If the variation is too extreme (mask of stony demeanour, scorpion whip, 3.5 ruleset items reprinted with PF rules) you can de-select that item from AR from other sources. However, that should only be done if the benefit of the change (such as perhaps significantly improved game balance) really outweighs the costs (irritation, confusion, bookkeeping).

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Jessex wrote:
This should be one of those cases where PFS shouldn't be flexible. Everyone should play by the most recent printing or errata. If that forces people to buy a source to use something then it is a newer product so it won't be hard to get.

I think this is a bad idea. Imagine the following scenario:

- I see something nice in my friend's APG and decide to buy the APG so I an use it too. My character gains a few levels/
- A new printing of UE comes out featuring that item with a small tweak. And it so happens I don't own UE. It so happens that APG covers all my needs, there's nothing in UE I particularly want.

So now there are the following options.
- Refer to a book I don't own, which is not allowed
- My character becomes illegal (even though I'm using a legal source according to Additional Resources)
- To continue playing my character as-is, I need to buy a book I don't want and didn't need before to play the exact same character

All of these are very unpleasant; they're essentially saying to the customer "whoops, you shouldn't have bought that other book from us".

This is rarely done (unchained summoner) and it's very painful. It should be done only as a last resort.

It also undermines the premise of the current Additional Resources: if AR says book X is a sufficient legal source for Z, then it really should be legal if you own X.

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I've also hit FAQ because the issue could stand to get some clarification. Because people will tend to heap all kinds of things together - although they may be similar, they're not the same.

For example: you can't 5ft step if the terrain is difficult, i.e. doubles the cost of moving. There is no rule saying you can't 5ft step if you are slowed to half speed (Slow spell, Entangled condition), but people tend to equate those two different things.

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The PCR route looks very attractive. Much better than any of the absolutist routes.

Andrew Christian wrote:

One thing I suggest gets added to the language:

Each character can only be affected once per boon.

That way they won't double dip bad or good.

Agreed. Because it's quite possible that both the summoner and pet get exposed to the same thing.

As for angelburgers, I am starting to feel a bit peckish.

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Mark Hoover wrote:

So there's Ranged Cover, Melee Cover, Soft Cover, Partial Cover, and Low Obstacles, no two of which act EXACTLY the same. Huh, I can't IMAGINE how I could've been confused ;)

I think the thing that's confusing me and my players both is that the rules completely depend on who the shooter is as much as where they are. The guy questioning me specifically argued 2 points:

1. if the kobold can see him he can see the kobold so Cover shouldn't help them at the moment they're firing

Ranged cover is not symmetric; just because I've got cover from you doesn't mean you have cover from me. If I can draw lines from ONE corner of my square to ALL corners of your square, you don't have cover from me; but that doesn't mean you can also draw lines to all corners of MY square.

Mark Hoover wrote:

2. by the logic of point 1, if the players use a Readied Action they should be able to hit the kobold bereft of Cover as soon as they pop out to fire

By RAW though if the kobold is around the corner or standing in a Small sized niche in the wall behind a 6' tall stone statue they can pop out, fire and Cover still applies even to Readied actions. Do I have that right?

There's no popping out going on. So no.

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Here's an interesting side effect of the difference between ranged and melee cover. Consider the following situation in the dungeon:


Where A is an attacker, D is a defender and W is a wall. Now if A makes a ranged attack, D doesn't have cover against it. A does have melee cover against D, so D doesn't even get to make an AoO in return.

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Another thing to keep in mind is that ranged and melee cover do NOT work the same way. When determining whether you have cover from someone, use the following algorithm:

1) If the attack is a melee attack against a square adjacent to the attacker, use the melee cover rules.
2) In all other cases, use the ranged cover rules. (Ranged weapons, reach weapons, natural reach attacks against non-adjacent foes.)

Draw lines from each corner of the attacker's square to each corner of the defender's square.

If any of these 16 lines are blocked by a hard obstacle such as a wall (but not a creature¸ that's soft) then the opponent has melee cover.

Draw lines from any one corner of the attacker's square to each corner of the defender's square.

If any of these 4 lines are blocked by any obstacle, hard (wall) or soft (creature), the opponent has ranged cover.

Bigger Creatures
If the attacker occupies multiple squares, the attacker picks one of his square to draw from. If the defender occupies multiple squares, the attacker chooses any of the defender's squares to draw to.

Partial/Improved Cover
If the defender is "visible" for > 50% the GM can count the cover as only partial. If the defender has "a lot" of cover the GM can grant improved cover. Both of these have much less exact criteria than cover in general.

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John Francis wrote:

I remember there being considerable discussion of basically this point when "Animal Archive" was released, listing "Flank" as a new Animal Trick. Up until then it was pretty much assumed that "Flank" was part of the "Attack" trick.

Once Animal Archive came along, though, you suddenly needed to explicitly give your Animal Companion the Flank trick if you wanted it to flank. This raised two questions:

1) If you didn't have "Animal Archive", could your companion Flank?

2) If you did have "Animal Archive", could you retrain your AC's tricks?

Unfortunately, I don't remember what the outcome was.

I recall it being ugly.

Then again, a weird side effect is that in pre-AA scenarios NPC's ACs also can't easily flank you anymore, because the writing predates the trick. Which sometimes makes tactics impossible...

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You can protect yourself a bit by taking a rank in Spellcraft. That way if someone Ill Omens you, and then tries to cast a spell on you, you can try a Spellcraft check. That eats up the Omen and leaves you in better shape for the saving throw.

I think in a lot of cases you won't see people using Quickened Ill Omen, but rather a lower-level accomplice who casts the Ill Omen just before the BBEG casts his own spell. In that case the Spellcraft helps a lot.

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Well, gearsmen are smart enough to learn new weapons, so it could if it had to. It's capable of looting, too.

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It's a bit of a puzzle. True Resurrection says it cures all negative levels; ordinary Resurrection doesn't say so.

However, if you keep all those negative levels, you would immediately die again. But Resurrection does state explicitly that it works to restore people turned into undead, and level drain is one of the most common ways for that to happen (along with animate dead, Shadow strength damage and (for NPCs) ghoul fever). The spell doesn't explain what would happen then.

We know implicitly that dead people can still have negative levels. Whether they have to make saves against temporary levels becoming permanent is uncertain; as (for the time being) Objects, they'd be immune to that. Does that mean temporary negative levels on dead PCs go away after 24 hours, or just linger in their temporary state because dead people neither make nor fail the check while waiting to be rezzed?

Another thing to consider: while undead, the ex-PC was immune to negative levels. So he might shed any negative levels accrued.

We're clearly in the land of "the rules don't quite cover this, so make a fair GM call".

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No, you're mixing things again.

1 - There are three possible reasons why you are allowed to buy something:
1A) It's listed as "always available", meaning anyone can buy it.
1B) You have sufficient Fame
1C) It's on one of your chronicle sheets.

If one of those three is true then you can buy the item. They're three independent reasons why you may be allowed to buy a particular item at all.

But it also has to be for sale.

2) That's the second thing: is something available in this town? That depends on the size of the town. Bigger towns carry more expensive stuff.

Since between scenarios an indefinite amount of time passes and you can move from town to town, condition #2 only applies to shopping in the middle of a game. After the game you can go to Absalom and buy anything for which you meet one of the requirements 1A, 1B or 1C.

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Deep Forest and Darklands are the rarest, most out of print maps Paizo's made. They're one of the best forest flipmats (showing trunks and space where you can stand and can't, instead of canopy) and one of the few cave system flipmats.

So being this rare, naturally they get featured in an evergreen scenario..

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We did have two fights - the first one perhaps because we were curious how the escortee would handle herself, to give her a chance to show off, the other one against Pip because we were like "does anyone think the world is really better off with him in it?"

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You may not use a source if you do not own it, so if there are two different legal sources of which you only own one, that's the only one you're allowed to use.

There exists no rule that you must use the most recent source. That's a figment of people's imagination. Every time I challenge people to show me this rule, they can't or won't. Although it's a likely assumption, because that's the common practice in many other games like Magic. In those games, the "information" about what a source (card) does is available for free so you don't have to prove ownership of the most recent information. In PFS however that assumption is wrong.

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To clarify: there are two separate rule systems happening here.

1) The "Town" system from Gamemastery Guide which describes what you might find in any particular town based on population.

2) The PFS system which decides what you can buy in general, based on your Fame.

You can only buy stuff that's allowed by both systems, but since between scenarios you can go wherever you want offscreen, #1 is often not a problem.

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School of Spirits felt like an easy scenario to me, but it was so rich in story that I didn't feel like we missed anything by not fighting a lot.

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Wei Ji the Learner wrote:
Mekkis wrote:
Ascalaphus wrote:

There should never be the situation where you own an old but still legal resource, and have to refer to a new, different source that you don't own.

Either the old book is no longer a legal source for the item, or every legal source is a stand-alone source for the item.

I want to expand on this and state that there should never be a situation where the release of a new source forces a player to buy it in order to continue playing their character - either allow a full rebuild, or grandfather it in.
My understanding is the source you use is the source you use?

If a new version of a hardcover is released, print the errata and bring them along, and you're fine.

New versions of softcovers happen almost never. AA is the only one I can think of.

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Right now there's no rules that would allow them to get any boons. Anything else is wishful thinking.

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I was Quentin's GM during Siege of Serpents, and we were also playing Hinojai together.

I was playing my Wayang Arcanist who is an extreme skittish coward. At least once I started an encounter with "No! Take them! Nott me!" and ran away (trying to exit the haunt before it went off).

During the final fight the GM ruled that the room was over 20ft high and the BBEG was a head that detached from its body to hide in the rafters and cast nasty spells. Our flying magus went after it but the other warrior was left helpless below. I eventually went after the head's body, with pretty much no defenses or signicant HP, figuring that anyone who keeps her body around for a century is probably attached to it, figuratively if perhaps not quite literally. And the head did come after me, but thankfully the warriors were then finally able to pile up on it and kill it.

Runecarved Key:
So after various squicky jobs for Heidmarch we get told we could also try to earn money rather than terrorize other people. And one option mentioned it hydra baiting. Our party was overjoyed at the opportunity.

The GM tells us that the goal is to hold out as long as possible, and the audience prefers decapitations (sunder with slashhing on the head) to just killing hydras. Our sunderbarian of course goes to town, but my investigator takes a look at his longspear and decides that pleasing the crowd will require something more. He takes a drink and turns into a gargoyle and soars above the arena like an angel of death. After we trash the first two hydras a new one comes in, ostensibly scarier. I dive down to it, saying "bring it" to the AoOs. Another full attack later and that's twenty misses and it's my turn; I get in again (provoke some more) and go for the bite-sunder (provoke some more) and bite off the hydra's head just before time is called and we need to go to the auction.

Don't let people tell you Investigator is a wussy class.

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I'm not a fan of this setup. While in hindsight it might turn out not to matter much, that's of little use to the people who haven't played those scenarios yet. I found myself left with doubt as to whether to postpone, and irritation that so many adventures reference something only allowed for running by high-star GMs.

If something is or is presented as a semi-prerequisite, it should not also be strongly restricted as to who can run it.

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One thing to try is to take a plotline from one of the earlier seasons and run that; you get less interference from The. New. Thing. at Cons that way.

I think the way we've got it going in our venues (plural!) is a happy medium; when a new scenario comes out that hearkens back to some old one (School of Spirits/Black Waters; True Dragons/Sewer Dragons) people will pipe up and arrangements will be made to run the old scenario so that everyone has a chance to get it under their belt.

And we have mild continuity, in that new scenarios filter through, spread across multiple venues. So it's doable to get the season story, but it'll be in changing groups and in different venues, rather than one group progressing cohesively.

This is achievable and we're happy with it. Warhorn helps a lot in making scheduling more transparent.

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Be sure to put Meyanda on the platform 10ft up from the ground, that buys her another few rounds in combat.

Anyway, is it me or does Joram Kyte tend to play a bigger role than anticipated by the writer? Between his tech savvy, healing, friendship with Khonnir, and not being all that sketchy, he's a natural person to turn to for the PCs.

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Andrew Christian wrote:
kinevon wrote:
Michael Eshleman wrote:

IMO if an eidolon can receive negative chronicle boons, then it should be able to receive positive chronicle boons, and vice versa.

My personal opinion is that since eidolons don't receive chronicle sheets they also cannot receive positive or negative chronicle boons.

I agree with this.

Note, if you disagree with this, do you also feel that familiars, mounts, and animal companions can receive negative boons from chronicles?

"No, it is not" is not a double negative.

That being said. Boons are meant for characters, not their class abilities.

However, if something negative happens to your class ability, you can't just handwave it away.

But we don't have the "infrastructure" to track that, short of actually altering the text on chronicle sheets. And the GtOP has always been very clear that's not permitted; compare it to clearing conditions at the end of an adventure. Only a very small set of well-defined conditions is allowed to persist, the rest must be cleared. To avoid saddling the next GM with a PC with a questionable chronicle sheet.

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Lady Ophelia wrote:

So I don't get that your party wants "to Explore... But not really explore", when RPing is 1/2 of the "Explore" motto..

Also, I would like to mention, that unfortunately, almost all of Pathfinder Scenarios fall under one of the categories that your group doesn't want. So you may want to consider home brewing or modifying some scenarios. (Which you can do if you aren't following Society rules to the letter for legality sake.)

When I started looking, surprisingly few adventures actually go to "terra incognita". The next best thing, places nobody's been to in a long time, is quite doable.

How deep the "NPC intrigue" part of a scenario is varies considerably.

Lady Ophelia wrote:

The above being said here are a few good options:

The Veteran's Vault -- In Riddleport, Varisia and a good old fashioned dungeon with MONSTERS.

The Destiny of the Sands Series is also a great trilogy that meets the Explore and Monsters without dungeons. But it does require RPing with NPC's so be advised.

Some one messaged Citadel of Flame -- Story falls flat, but that dungeon is one your group will talk about for ages.

Among the Dead -- Zyphans, Taldor, Dungeon full of nasty fun stuff.

Crypt of the Everflame -- Also an epic dungeon crawl, but it's a module, so expect to spend some time on that. (It also is the beginning of a three module series, that you can take your party through and make it something they will totally never forget. The other two episodes are Masks of a Living God and City of Golden Death.)

Crypt of the Everflame is a solid dungeoncrawl. Masks of the Living God is a lot of RP in the first half, followed by a bloodbath where you get to take out all your frustrations about the first half. I found it extremely enjoyable. It should be noted that it doesn't require the PCs to have lots of social stats. I played it with a Cha 5 dwarf and got through fine. From what I hear part 3 is the real clincher for the OP's group though: it's an island with fabulous treasure that nobody dares go to.

Lady Ophelia wrote:
Some one also mentioned Hall of the Flesh Eaters. That's a great one for Level 7th -- not 2nds.

It's a 1-5 scenario, perhaps you're confused with something else?

Lady Ophelia wrote:
Segang Expedition is good also an Explore, Explore and Explore. But the ending falls incredibly flat. So you may you have home-brew some stuff.

I think it should only be played at high tier. The low tier BBEG is pathetic, the high-tier BBEG is scary.

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I considered Beggar's Pearl. Wasn't convinced it was sufficiently exotic, but it's a good dungeon crawl. I advise running it at level 1, that's when the monsters are at their best. The higher tiers are probably disappointing because the adventure is really banking on PCs not having some basic tools yet.

Another (un)cool one is Citadel of Flame. An old stronghold of devil-worshipers, lost to a sandstorm. Recently re-surfaced after a storm blew away the sand. Should be abandoned...

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That Cunning Caster (spells) and Subtle Devices (wands etc.) appear on the same page of the same book and do mostly the same thing, suggests that yes, wands are as noticeable as regular spells.

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What about Hall of the Flesh Eaters? It's an ancient ruin except that a few hundred years ago a pirate hid a shiny there.

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I like Combined Arms. Integrated Weaponry is a bit annoying; "what do you mean I can't Sunder his lasers?", "what do you mean we can't take his lasers?"

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Well, you can hide behind the "you can't loot integrated weaponry" excuse, but I think that's a bit feeble.

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One gem on the SNA I list is the stirge. With SNA III you get 1d4+1 stirges, that's quite a bit of blood drain per round.

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Michael Eshleman wrote:

IMO if an eidolon can receive negative chronicle boons, then it should be able to receive positive chronicle boons, and vice versa.

My personal opinion is that since eidolons don't receive chronicle sheets they also cannot receive positive or negative chronicle boons.


The boons on chronicle sheets normally refer to the PC ('you').

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Yep. He seriously needs to get a reroll device of his own.

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I used to dress my Roc in MW parade armor, Church of Abadar style. Talk about bling.

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I think it's because standard gearsmen are sort of a "chassis" creature. They're provided as pretty simple but you can of course add features to them.

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No. Read the Magic Circle text again:

This spell has an alternative version that you may choose when casting it. A magic circle against evil can be focused inward rather than outward. When focused inward, the spell binds a nongood called creature (such as those called by the lesser planar binding, planar binding, and greater planar binding spells) for a maximum of 24 hours per caster level, provided that you cast the spell that calls the creature within 1 round of casting the magic circle. The creature cannot cross the circle's boundaries. If a creature too large to fit into the spell's area is the subject of the spell, the spell acts as a normal protection from evil spell for that creature only.

The inward version only works if you're the one calling the creature.

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The Exploits of Little Billy

Billy ("Billeh!") is the barbarian PC played by a friend of mine. He's got a pretty typical build: utterly maxed strength, dumped mentals. He looks a lot like Simple Joe from Tropic Thunder. Tends to roll a d20 and if it's not a 1 declare it's a hit (and is usually right). With Greater Sunder he tends to just shred bad guys, starting with weapons, spell component pouches and holy symbols. Superstition, Spell Sunder, Beast Totem, adamantine eartbreaker, the usual. The most remarkable is that apart from being Invulnerable Rager he's also an Urban Barbarian. With a Cord of Stubborn Resolve he rage-cycles to switch to different styles of rage several times per encounter so we joke he uses different rage to do the dishes or to open doors.

Wardstone Patrol:
So he ran ahead of the party to confront the villagers/vermlek witches. First he got Evil Eyes/Ill Omen/Hold Person'd with some villagers coming at him with scythes to start a CdG as a standard+standard; I wanted to show off the danger while giving the party time to come up with a solution. But then the bard helped him make it with a Saving Finale (because the Ill Omen had already expired). So Billy AoO murders the peasants coming at him.

He then makes the weird move of dropping his polearm and stepping close enough to the vermleks that there's just 5ft of space between them; I think he wanted to threaten them with his claws or something. So the vermleks repeat their routine, Hold him and this time the Finale doesn't save him. I suggest to the party they should dig out any other rerolls they can find and they try, but all rolls fail. So the fourth vermlek gets to make a (2d4+4)x4 scythe CdG. And then he rolls a '20' on his DC 40 or so Fortitude save.

Forbidden Furnace of Forgotten Koor:
We run into the naga and it bites Billy, he fails his save and takes 4 con damage, and he gets bitten again. For the next several rounds he proceeds to continually fail saves (at a +14 Fort or so) and take 3-4 con damage per round. Our winter witch buys us some time by Ice Tombing the naga while we desperately try to save Billy. At some point he's at -3 Con and only Rage is keeping him alive while we try to cast Lesser Restoration as fast as we can. That's when he finally makes a save. After 9 rounds the poison finally wears off. All in all he's taken 17 Con damage.

Later during the adventure we come to the boss room and he walks in, walks past the boss, to the chick, and sunders her whip. The GM takes a look at his statblock and goes "that... wasn't supposed to happen..." Turns out it was her Arcane Bonded Object, too.

Race for the Runecarved Key:
So the auction devolves into chaos after some cultist runs off with the key and we're playing the 7-8 tier. In the opening round we get hit with Cloudkill, Sleet Storm and Stinking Cloud. It gets so bad that the bad guys are having trouble targeting areas because the other spells are blocking their line of vision.

So Billy gets hasted and starts rage-cycling to Spell Sunder all three effects into suspension for a few rounds and we all scatter. Next round sees a Glittterdust and a Web descend. He basically spends the entire fight spell sundering everything while my Investigator "investigated" the HP totals of enemies. (At +19 to hit and 1d8+20 damage with a longspear, not bad for a "skill monkey" class. Our bard is insane.)

After the cultists inside are suppressed we get into a chase. We all have some tricks up our sleeve to get through (I turn into a gargoyle), but Billy is an Urban Barbarian and just runs/jumps through everything, "catching" the guy in the opening round.

I put catch in between quotes because when we get to the next map all he sees is the quarry turn a corner, and when he follows there's noone there. We all get to the map and spend some time looking, circling a housing block, when our inquisitor spots tracks and notes that they're following Billy.

They've been following him for about three rounds. *Hit!* Billy, make a Fortitude Save vs. Death Attack. *17, makes it with a small margin.* So do we see the guy now? Nope.

That's when the other cultists get there. They don't see the assassin either, so they cast another Cloudkill centered on Billy, not knowing they also get the assassin. Then our bard Glitterdusts the assassin, blinding him. Billy Greater Sunders his weapons and trips him and now he's blind, prone, weaponless, in a Cloudkill next to an extremely pissed-off barbarian...

Meanwhile, I was on the roof of the building looking for the assassin and see the Cloudkill go up. I check how high is the building? 20ft. How high does Cloudkill go? 20ft. Nice. Then I spot the wizard standing just outside the cloud. Still in gargoyle form, I descend upon him and grab him. He does not manage to get away.

The moral of this story: Billy is brutally effective, but can only make a Fortitude save if it's the absolute last thing keeping him from death.

Sovereign Court **

At the time of banning, there was still a lot of confusion, which the recent FAQ somewhat cleared up. That was one reason.

Another was a concern about power; particularly about pre-buffing while keeping an NPC talking.

My (slim) hope is that Ultimate Intrigue will feature another feat to do basically this, but adapted to be more sensitive to these concerns.

Sovereign Court **

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Auke Teeninga wrote:
Ascalaphus wrote:
misdelivered novels
Those novels were not misdelivered. They were official Paizo product support.

Either way, I liked it.

Sovereign Court **

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PFS FAQ wrote:

What determines if my character can be a “worshiper” of a deity?

As a character, you may choose to worship a single deity or pantheon (the “deity”). If you worship a pantheon, you do not count as worshiping every god in that pantheon; you must choose one deity from that pantheon for the purpose of gaining mechanical benefits.

Your character’s alignment must be within one step of that of the deity he or she worships. Any character with levels in a class that grants spells or other features from a specific deity must worship that deity.

A character may only worship one deity at a time; the character may change which deity she worships between sessions at no cost. If this change requires the character to change alignment, the character is required to pay for an atonement. Any element incompatible with the new deity no longer functions. These elements may be retrained at normal cost using the rules from Ultimate Campaign.

For example, a cleric of Desna with the Travel and Luck domains and the Butterfly Sting feat switches her worship to Shelyn. The cleric may still use the Luck domain because Shelyn grants that domain, but not the Travel domain or the Butterfly Sting feat, because worship of Shelyn does not grant access to those features.

This is probably what Nefreet is referring to.

What it doesn't spell out is if you gain (and lose) Favored Weapon proficiency, or if there's a cost involved in that.

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