Thank you for the clarification. Man, I have to accept the fact that I'm not going to make it. I don't see getting my character to the window in time.
The hard work is appreciated nonetheless!
I would gladly give Paizo even MORE money if there was a folio of cheat sheets and record sheets for the various systems presented in Ultimate Campaign. I picture something like the Character sheet folio mixed with a DM screen.
And yes, I'd pay good money for an app/tool to manage kingdoms.
I was in the process of designing my own flowchart for down time when I had this idea. I'll definitely try to sell it to everyone who will listen at Gen Con.
I'm okay with this being part of the Core Assumption. (As my list of subscriptions show, I've gulped down the Paizo kool-aid.) If it's added to the PRD, then the burden becomes even less.
I'm now having to adjust play with ACs. As Mike noted, I see them a lot, each of my 3 campaigns has at least 1 in them. Regardless of the RAW or RAI, I have a comfortable and reasonable solution for the AC going before the PC: If it's a free action (no push) you can give it the command. If you have to push, then the AC defaults to it's last command until you can give it one.
I'm just now running this campaign via PbP. Most of the PFRPG conversion is either easy or already done. But as far as Blood Veil, is it simply 1 save to overcome? Quick search produced no viable results.
This is the official thread for the Pathfinder Society game. As such, the house rules are simple, there are none. Pathfinder Society is run by the book. Make sure you're up to date on all the rules and differences with Society style play.
Dude, don't you get the email update thingy?
....There is another Skywalker.... I mean solution. I'm loathe to do it, but I have a *little* more time than I previously had.
IF 4-6 of the most frequent posters (or someone else we know who isn't in but would be) want, we can start doing Pathfinder Society PbP. It's a very different way to play, but a lot of fun. The rules are MUCH stricter with gear and there is no role-playing outside "the mission." But since I'm not running PFS at the table right now, I'd be willing to make a go of a scenario. I'd run "In Service to Lore" which is an introductory adventure. It's designed to introduce gamers to Society style play. If you're looking to relieve any gamer "blue balls" it should be people willing to post A LOT.
This would be in addition to Curse of the Crimson Throne.
Gaius, when you turn around and look back down the hall, everything becomes clearer than ever With an effect not unlike a dolly zoom This time, things are different:
1d20 + 19 ⇒ (15) + 19 = 34 You catch that there are a series of pressure plates, designed to go off only when three or four of them are depressed. Looks like some of the skulls are designed to spit acid of some sort. You think you've got the chops to disable it, on your best day. It's the limit of complexity for anything you've ever tried before. Furthermore, there seem to be a trio of the skulls who are moving ever so slightly, as if watching you. Without your magically enhanced vision, you're sure that you'd never have caught it.
There is an aura, almost obscured by the mud. Over time the aura comes into focus. It leads you to a vial, the contents of which are the source. It's too big to be a potion, not viscuous enough to be an oil. Must be some kind of elixir... You find that you must push components of a skeleton aside to find it.
Odric tears the beast apart with a single swing of the Eagle. The sound is as disgusting as the smell.
With the room now cleared of the monster, there is no danger. Likely your clothes and gear will need magical cleaning.
Grym and Sandor advance with caution, ready to explode. Ferox keeps his position and lets fly. The arrow hits home, prompting a "FOOD IS POINTY!" from the beast. Morkeleb follows suit with another blast from his well used wand. Odric gets as close as he can with the Eagle up.
The monster takes action, inching to just out of range of Odric's wind up. He lashes out with his extra long reach. The first is a vicious bite attack on Sandor:
1d20 + 7 ⇒ (13) + 7 = 20. Sandor is saved by Dwarven engineering....a good shield. Ichor and sickness drip from the teeth. The lascerations may be the good part of getting hit with such a bite.
Two tentacles also lash forward, against Grym and Odric:
Grym: 1d20 + 3 ⇒ (7) + 3 = 10
Round 1 is complete. Begin Round 2! Map is here.
As the three scouts advance in, the room is noticeably darker than the laboratory you've just left behind, but still there is some ambient light. It looks as if some experiment went awry. The majority of this room contains a nasty-looking stretch of mud—a partially collapsed sinkhole—kept damp by rivulets of water seeping from the walls. A patch of solid ground extends into the mud to form an island, on which is heaped a reeking pile of body parts. To the north, a rickety wheelbarrow sits on its side against the wall. You all notice at once a disgusting creature to the southwest. The three-legged freak is mostly mouth. Three tentacles, two tipped with barbs and one with eyes, extend from its sides. In clear Taldane, it shouts, "WARM FOOD!"
Both groups see each other, no one is surprised. Initiative!
Ferox: 1d20 + 7 ⇒ (3) + 7 = 10
Grym, the western egress from this room is a naturally formed hallway that seems to last only 3-4 yards before opening into another room. You've never visited a necromancer's lab before, but if it smells like this combination of a charnel house and cesspool, then truly they are a depraved group of individuals. It's hard for you to focus your senses through the miasma, but you think you hear the sound of dismemberment on a large scale, and some kind of muttering coming from a voice so deep you can't really understand the words.
Gaius, make a Sense Motive check.
The creature seems to understand the Undercommon sentence. I think Rolth is gone. Maybe. Experimenting somewhere. Maybe in experimenting room to the West. Check. I give you good info. Let me run away."
You know what's funny? Even after playing Pathfinder for so long, I have no idea what the XP totals are for levels. I could tell you each class/race of Basic edition still, but in PF the ONLY characters I've ever had are Society play. They need 3 XP to level up, and you get 1 per successful mission....
Now that you see him up close, you realize he's not a dwarf at all. He's a near albino looking gnomish creature. His eyes are milky white, and oddly enough he has only 3 fingers and a thumb on each hand. (Is he tied up or dead?) Amongst his normal looking armament is an odd weapon that looks like a stick with a hook on it and a line attached to the end...
The flying creatures are even odder. The creatures have two pairs of bat wings, a tangle of thin legs, and a needle-sharp proboscis.
Nothing magical registers to your eyes Ferox. The hutch clearly contains.....something. There are the fluttering of wings amd high pitched chirps coming from within.
Morkeleb, you don't recognize the creature (having failed the DC by 1).
Knowledge (Arcana) to recognize the beasts. I will grant Ferox, Odric, and Sandor surprise actions if they'd like them. For now I'll handle Grym, Morkeleb and Gaius now.
Flying Beastie Will Saves:
1. 1d20 + 1 ⇒ (10) + 1 = 11
At the completion of the spells, all 4 of the creatures slump down into a fast sleep. Not a one resists the spell.
Grym: Sling Bullet: 1d20 + 4 ⇒ (15) + 4 = 19 A sickening crack breaks his concentration. 1d4 + 2 ⇒ (3) + 2 = 5
Gaius: Sneak Attack! 1d20 + 4 ⇒ (14) + 4 = 18 It's a hit! The bolt lands dead on in the neck. 1d4 + 1d6 ⇒ (2) + (2) = 4 The rogue smirks with satisfaction as the poison courses through the victim's veins. Fort DC 1d20 + 5 ⇒ (5) + 5 = 10. Insanity flares in his eyes, then dims. The injured target slumps to the ground.
No initiative needs to be rolled. Excellent job gentlemen. The fate of the 5 targets is yours to decide upon, and the XP is granted regardless. Congratulations! XP: 266
Gaius & Grym:
Three wooden tables stand in the middle of this room, their surfaces stained red with old bloodshed. To the east stands a ten-foot-wide hutch with wicker doors opening into a strawlined cage. Working at one of the tables is an albino and emaciated dwarf. He is attaching something that looks like a misquito the size of a house cat to a freshly dead body. It's the 4th such creature involved. On the table next to him is a cage holding 2 more of the creatures. He doesn't seem to notice you.
The alcoves provide no trinkets or loot. Neither the west nor the east have anything of note. The trail is hard to follow. The only thing you manage to parse out is that boots go in both directions, with more traffic to the east. There is a slight scent of fresh death down the eastern fork. You hear voices, faint and unintelligible. Though you can't make out the words, laughter is unmistakable.
Striking with the flat of the blade is normally a -4 penalty to hit, however, Sandor's hit is way more than the skeleton can take, even with DR.
Sandor brings the weapon down with great force, the ribs break with a sound like Tian firecrackers. A fraction of a second later Odric sends the owlbear reeling as the bullet from Grym's sling collides just right! The dweomer holding the owlbear together shatters with the bone.
Without a sense of loss, the skeletons simply continue their advance. The remaining 5 slash with their clawed hands:
Against Ferox: 1d20 + 2 ⇒ (6) + 2 = 8 and 1d20 + 2 ⇒ (18) + 2 = 20
Ferox takes 1d4 + 2 ⇒ (2) + 2 = 4
Battle Map here!
Morkeleb's chance to exact revenge
Round 1 continued
Skeleton saving throws:
Only the owlbear and skeleton struck by Ferox seem to resist any of Gaius's display of power.
I'll update the map after Sandor's turn.
Morkeleb's missile slams into the large skeleton with even more force than the sling. The beast's bones crack and snap. Still it lumbers forward - it's head never turning from Gaius. Another loud CRACK! rings out as Ferox lands an arrow on the skeleton attacking him. A second shot like that may well destroy it.
Battle map after school.
Autopilot of Sandor - Joe I think you've cheated yourself out of a feat. I only see Weapon Focus on your sheet. Am I missing something? Ergh! The wizard's na' getting squished on my watch! Bring it on you sorry sots, I'll send ya back to da Boneyard! Sandor draws his weapon on the move. He moves North 2, West 1 to block access to Morkeleb.
End of Surprise Round.
Odric takes position, Eagle at the ready...
Grym lets fly with a bullet that slams into the Owlbear's skull. The hit is solid and even in torchlight, a spiderweb crack appears.... Grym grunts with approval, eager to make this fight go better than his last.
With eery silence, they advance. From the West, the former men come like a wave on the party. The trio in the center slam into Sandor and everyone hears claws on steel. The pillars offer protection beyond even the impressive armor.
Claws! 1d20 + 2 ⇒ (4) + 2 = 6, 1d20 + 2 - 4 ⇒ (1) + 2 - 4 = -1, 1d20 + 2 - 4 ⇒ (6) + 2 - 4 = 4
Sandor lets forth a deep gravely chortle, Is'at all ye gut?!
From the east lumbers the true beast. He squeezes up the stairs and turns South. The undead hatred in it's eyes focused on the one pressing into the Warrens. He pays no heed to the Eagle that whips out.
Readied Action, Odric 1d20 + 6 ⇒ (5) + 6 = 11
The pick misses by fractions of an inch. Odric curses, "Caiden's C*ck! The warrior's shoulder muscles flex and cause his armor to groan under stress that last month would have been caused by his prodigious belly.
Ferox, you are up!
The map at the beginning of Ferox's turn.