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Goblin Squad Member. Organized Play Member. 125 posts (145 including aliases). 2 reviews. No lists. No wishlists. 16 Organized Play characters. 2 aliases.


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Dark Archive

In my case, our group of players realised that you can do incredibly broken things with Mythic, and we have a 'Gentleman's Agreement' with our GM (this was his idea). We don't super optimize, and neither will he.

We have 4 players (2 vets, 2 intermediate players), traditional class roles and a 15 point buy. Wizard (Abjurer), Cleric of Torag (Good/Glory), TWF Rogue and a Paladin. (Okay Oracle/Divine Scion/Paladin, but that's the exception.)

There have been a few fights where we dominated the field, but not too much more than any other AP. The fights have been quite challenging, but as I understand it our GM upped the CR's because he agreed that 1 tier does not equal 1/2 CR. The Wizard is starting to pull away around Book 4, though. As the Rogue I just can't keep up with the things he can do. Again, that happens in normal games though...

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I would also like to know this. Haven't been able to find anything on the subject.

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3 people marked this as a favorite.

About the door puzzle:

Spoiler:
I ran this today. Considering that there are quite a few editing/spelling errors/omissions (rage powers), I'm of the opinion that two numbers for the puzzle changed places. The puzzle text is clearly supposed to be replaced by the relevant Act # in order of it being mentioned; this works for Dial 2 and 3, not 1 and 4, which doesn't make any sense. To anyone running this, don't punish your players. Dial #1 should be 6-9-7 and dial #4 should be 5-2-1-0.

Other than that, this was an excellent scenario. The fights were dangerous (5 players, high tier hard mode) enough to keep them on their seats while lacking the 'Hah, Got'cha' cheese that was making the rounds for a while.

Dark Archive 3/5

Thank you to James Risner who pointed out the FAQ that states you can't replace base class levels with prestige class levels.

That's pretty disappointing! I don't understand why the FAQ isn't more along the lines of: "You can retrain a base class level into a prestige class level if your base class satisfies all the requirements for entering into the prestige class." as opposed to the blanket ban.

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I've used retraining two times. Once, on my level 9 Paladin of Iomedae, removing the Sword of Valor archetype (it's awful!).

The biggest retraining was on my level 16 Wizard (first ever PFS character, whom I've always roleplayed as a Signifier, so when Paths of Prestige came out and I was already playing EotT, it was pretty annoying. Although quite expensive (41 prestige!!), it allowed me to me to retrain 6 class levels, 3 feats and 1 class feature to make him Wizard 10/Signifer 7.

It's a definite worthwhile addition to the campaign.

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Congrats mate. Was good to play with you and Isaac at Brisbane. Get a con going over there!

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Be prepared to deal with zany party antics hat can derail the entire thing, such as scrolls of stone shape, soften earth & stone, earthquake, latticed immovable rods, teleport, dimension door, burrow/earth glide etc...

I know if I tried that on my players they'd spend more time trying to find a way to stop the wall than actually going along with the scenario.

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This was quite fun to run, even though my group had a relatively easy time of it. 4 players, all 10-11, all with great fort saves and a character with +18 Survival. Even with them resting once they still only lost one Elf. (Took a bit over 12 hours). The Survival DC's seemed a bit low considering the locale. How would one adjudicate spells like Find The Path and Windwalk for this scenario? Since we couldn't work out Windwalk, they agreed not to use it. Considering that level 11 clerics have access to it, it seems pertinent considering that you move at 60 mph...
For Find The Path, I ruled that it showed the quickest path to their destination, but didn't 'eliminate' the need for checks.

The last combat was a bugger to set up, though! The leeches did nothing as everyone was flying at that point.

Would definitely like to run it again, especially for a low fort/survival group <evil grin>.

Oh, and one last thing; one of my players (whose family is full of archaeologists and professors), implored me to inform the developers that cold iron cannot be made into ingots, which defies the entire purpose of forging it at a lower temperature.

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PFS FAQ wrote:

Does casting evil spells cause an alignment infraction?

Casting an evil spell is not an alignment infraction in and of itself, as long as it doesn't violate any codes, tenents of faith, or other such issues. Committing an evil act outside of casting the spell, such as using an evil spell to torture an innocent NPC for information or the like is an alignment infraction. For example: using infernal healing to heal party members is not an evil act.

Your GM was incorrect. I suggest contacting your local VC and getting that decision reversed.

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I've added HeroLab files for each encounter at both tiers. First time I've added things to the list, please let me know if there was something wrong!

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Subdomains wrote:
If a subdomain ability calls for a saving throw, the DC of the save is equal to 10 + 1/2 the character's cleric level + her Wisdom modifier.

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Michael Brock wrote:
Marthian wrote:


---
Also it might be addressed in the Animal Companion book, but can animals/familiars use ioun stones? (at minimum, I'm wondering if my faerie dragon can use ioun stones.)

I just spoke with the design team. An animal or familiar has to have an intelligence of 3+ to activate an ioun stone. If the animal or familiar has less than a 3 intelligence, they may not activate an ioun stone.

I have added this to the FAQ, as well as the compilation post.

What about resonant powers for ioun stones slotted in a Wayfinder? Wayfinders are slotless items, so I know some players argue that it should work...

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Welcome aboard. Likewise I haven't been able to come down there yet but wish you all the best!

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Actually, those are the requirements after the -3 is applied.

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Chris Mortika wrote:

Question about the Enigma Vaults:

Mi-go cannot speak. How does this one cast spells, use wands, and use scrolls?

The statblock doesn't quite have that right. Mi-go CAN speak, they just pretty much only do so when forced to converse. There's a lot more flavour for Mi-Go in one of the Carrion Crown books.

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ThreeEyedSloth wrote:
We played it last Friday, and had no difficulty figuring out the solution to the color puzzle without using the town at all. Unfortunately, it is a pretty easy puzzle, but mostly it's difficult not to metagame it too much (using the order of colors in the rainbow and the obvious positioning of the holes above the door.)

I'm going to be running this soon, was there anything that stood out for you when you played it?

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None of the images vanish, as swarms don't roll to attack.

"Whenever you are attacked or are the target of a spell that requires an attack roll, there is a possibility that the attack targets one of your images instead."

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Let's break this down, shall we?

Umbranus and Grick have the right of it. 1.5x strength instead of 1.0x strength on the first UAS from dragon style, as well as untyped half strength bonus on all UAS for the round.

5x1.5 = 7.5 (round down to 7)
5x0.5 = 2.5 (round down to 2)
for a total of +9, assuming Strength of +5.

This does not allow you to increase power attack damage.

From the PRD:

Power Attack wrote:
Benefit: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. This bonus to damage is increased by half (+50%) if you are making an attack with a two-handed weapon, a one handed weapon using two hands, or a primary natural weapon that adds 1-1/2 times your Strength modifier on damage rolls. This bonus to damage is halved (–50%) if you are making an attack with an off-hand weapon or secondary natural weapon. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn. The bonus damage does not apply to touch attacks or effects that do not deal hit point damage.
Unarmed Strike Damage wrote:
Unarmed Strike Damage: An unarmed strike from a Medium character deals 1d3 points of bludgeoning damage (plus your Strength modifier, as normal). A Small character's unarmed strike deals 1d2 points of bludgeoning damage, while a Large character's unarmed strike deals 1d4 points of bludgeoning damage. All damage from unarmed strikes is nonlethal damage. Unarmed strikes count as light weapons (for purposes of two-weapon attack penalties and so on).

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Actually, this begs the question:

If a creature with natural reach (such as the Acolytus), performs a Grapple check sans Improved Grapple on a creature without Reach (such as a human without a reach weapon), does the maneuver still provoke an AoO?

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Concerning the Acolytus; it also does not have Improved Grapple so that will provoke when it performs a Grapple maneuver.

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I don't see anything under the Magical Beast or Celestial entries that would make it work any different. Magical beasts don't necessarily have Int higher than 2. The point is that the Handle Animal/Feat business is tied to Int, not type.

Likewise I think it just becomes a Magical Beast for purposes relating to such, you should still use the normal AC table for progression. Case in point, the paladin bonded mount. It's a a magical beast at level 11 but progresses as per normal AC rules.

Quote:
At 11th level, the mount gains the celestial creature advanced simple template and becomes a magical beast for the purposes of determining which spells affect it.

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I don't think I can post the one for my Monk, "Honoured Fist'. Use your imagination for that one. He is still part of Team Monk, though. Ever rock up to a table with 3 Monks? Hilarity ensues.

My lovely Aasimar Paladin, however, has now been reduced to 'Angel Boy'.

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bdk86 wrote:
JOHN DICKERSON wrote:
Malag wrote:


Also, offering sacrifices is evil act most likely, so only neutral and good outsiders would be considered. Maybe even Imp.

Sacrificing people would definitly be an evil act, but animal sacrifice shouldn't tick my alignment down to evil.

Uh, if you conjure up a demon, devil, or similarly evil outsider I can assure you offering up the town's favorite donkey or the nearest house cat isn't going to cut it.

They want souls. They want depravity. They want blood.

There are some entries in some of the Demon/Devil splat books that give some good sacrifice ideas, but most of them are along those lines.

And unfortunately, none of them are legal for PFS. Neither are the 'Summoning Outsiders' section from Ultimate Magic, which includes True Name research. So you're stuck with only the Planar Binding Text, which makes it a fair bit more difficult.

Dark Archive 3/5

2 people marked this as FAQ candidate.

There's also an issue with B2: Old Friends.

Tactics for the Zombie Pegasus (now known as a Zombagus), are to land and full attack. It can't full attack due to the Staggered quality.

Dark Archive 3/5

twells wrote:
Dezhem wrote:

As someone with a level 12 Wizard (one of 2 in the region I'm in, I believe), I can attest to the fact that they're not very popular in PFS.

Some reasons:

- No crafting
- No permanency
- No contingency
- Abysmal low level play
- All the bookkeeping involved with having a Wizard (I have 7 spellbooks books on mine...)

Having said that, once I hit level 6 or so, I really started to enjoy the Wizard, and it's just getting better. He's a bag of tricks that contains a bag of tricks. It's awesome.

Sorry for the late reply, but where is Contingency banned? I could not find it in the Guidelines or Additional Resources.

Thanks in advance for the assist.

It's not banned per se, but as it's a spell created by a PC, the effect ends at the end of a scenario. Quite often you're rudely awakened and sent off to adventure in the middle of the night right as the scenario starts, without time to re-prepare spells or cast things like Contingency. These things make it untenable, if legal.

Dark Archive

I would go with the age old 'specific trumps general' attitude here and just allow Merciful to occupy the same level slot, exactly as it says.

Dark Archive 3/5

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As someone with a level 12 Wizard (one of 2 in the region I'm in, I believe), I can attest to the fact that they're not very popular in PFS.

Some reasons:

- No crafting
- No permanency
- No contingency
- Abysmal low level play
- All the bookkeeping involved with having a Wizard (I have 7 spellbooks books on mine...)

Having said that, once I hit level 6 or so, I really started to enjoy the Wizard, and it's just getting better. He's a bag of tricks that contains a bag of tricks. It's awesome.

Dark Archive 3/5

This seems like a good topic to bring this up in:

Is it allowed to be at 12.1 XP before starting Eyes of the Ten by playing a special? The Guide refers to what happens if you play sanctioned modules (lose xp/prestige/gold), but I was wondering if specials (which are the only things that give out 1 xp anymore after 12) worked differently.

You wouldn't hit 14 during Eyes of the Ten, you'd hit it after finishing.

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I've been mulling a new character for PFS around; I really like the concept as I'm a fan of the more unusual things, but I'm trying to tweak it so that I'll still be an effective contributor to the party.

The idea is as follows:

Qlippoth-Spawn Tiefling, worshipper of Achaekek, Monk 1 (Master of Many Styles)/Cleric 10 (Separatist Death/Animal), rides around on a giant Mantis at level 7 and punches people with channel smite while holding Inflict/Harm/Slay Living spells.

How the build looks at the moment:

Str: 15 (+1 at 4)
Dex: 12
Con: 14
Int: 6 (ouch)
Wis: 17 (+1 at 8)
Cha: 14

Level 1: Channel Smite
Level 3: Power Attack
Level 3 (Monk): Snake Style
Level 5: Mantis Style
Level 7: Boon Companion (Probably not going to use the AC until this point)
Level 9: Improved Channel
Level 11: Divine Interference

I have a couple of concerns about this:

1. I'm not used to playing 6 Int character, will have a very hard time having any decent Handle Animal/Ride.

2. AC is low for a frontliner, slightly mitigated by Snake Style and a massive Sense Motive.

3. Will seem like a pretty selfish character.

Any recommendations on how I can improve on this? Realistically I might as well be playing a Magus but the flavour of this appeals to me a lot.

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Yeah. I posed the question because I've been running into serious action economy issues as a Maneuver Master Monk. So many swift actions.

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Oops, don't know why I brought up Reliable Maneuver, that was silly.

Thanks for your input, though, I have a feeling this is going to be one of those 'table variation' things.

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Question the First

Is spending a ki point that's called out by a feat in order to provide an additional effect (such as Ki Throw), a swift action?

Ki Throw:
Benefit: On a successful unarmed trip attack against a target your size or smaller, you may throw the target prone in any square you threaten rather than its own square. This movement does not provoke attacks of opportunity, and you cannot throw the creature into a space occupied by other creatures.

Special: A monk may gain Ki Throw as a bonus feat at 10th level. A monk with this feat can affect creatures larger than his own size by spending 1 ki point per size category difference.

Does not list what sort of an action it is. The closest reference can be found under the Qinggong archetype, where emulating Feats is expressly called out as a free action.

Reliable Maneuver:
Reliable Maneuver (Ex)

At 4th level, as a swift action, a maneuver master may spend 1 point from his ki pool before attempting a combat maneuver. He can roll his combat maneuver check for that maneuver twice and use the better result.

This ability replaces slow fall.

Neither does this.

Question the Second

Is Flurry of Manoeuvres ineligible for spending a Ki point for an extra attack? It replaces Flurry of Blows, which is called out by the Ki Pool ability in the CRB. Considering that The Maneuver Master came out in UC, what's the ruling on things like this, where a core ability is replaced by a similar ability and thus loses out on some base feature?

Dark Archive

It's under the incorporeal special ability in Universal Monster Rules, not the subtype.

PRD - Bestiary Entry wrote:
"It has no Strength score, so its Dexterity modifier applies to its melee attacks, ranged attacks, and CMB."

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Will Black wrote:
alexanderb wrote:

the way I read it, Iaijutsu Strike isn't as cool as I wish it were. because prior to level 10, it is a full-round action. so I need to challenge, then move... then... wait until the next round... and then do the strike. that sounds like a bit of a waste, compared to challenging, moving, drawing as free action and hitting straight away.

Or you can Challenge, and ready your action to perform an Iaijutsu Strike for when the enemy closes to melee. If you ply your cards right, and properly read your enemies, this can become a very viable tactic at lower levels.

Unfortunately you can't ready a full-round action.

What you can do for Iaijutsu Strike though, is Challenge, Move, Dazzling Display as Standard, then attack next turn.

Dark Archive 3/5

I think in PFS it should be largely ignored. The onus is on the player to inform the GM of things that are pertinent to his character. Otherwise every GM will have his or her own idea of what the 'mission' and personality should be.

Dark Archive 3/5

I enjoyed running this and of it's a sign of things to come in Season 4. I usually GM for a fairly high-powered group so it was good to be able to challenge them even a little. Although they triggered the Harpy encounter second as one of them flew directly up to the top of the statues to get a better look around, so I had to adjust things a little.

The terrain never came into play for us really, as everyone could either Fly or Teleport to some extent. (3 Sorcerers and 1 Witch)

We did a double-take at one part though... Heh.

You're provided with a CL 18 Greater Teleport Scroll at the beginning of the Scenario and have access to it at the end. That's all well and good, but we worked out that, by RAW, only two humanoids on Golarion are capable of creating that; Razmir and the Queen of Kyonin. Respect to Guaril, he's got some contacts!

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Australia - Where the wildlife tries to kill you, the people are awesome and the booze flows freely. Al neglected to mention that our next major con (Risen Rune) is being run in a pub. Whoo!

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Are wrote:
Dezhem wrote:
This is true, and relatively annoying. The rules for creating Skeletal Champions are in the Bestiary, while Zombie Lord is in Carrion Crown Book 3. Would have been nice if those had been included in Undead Revisited.

Undead Revisited actually does list rules for creating Skeletal Champions with create undead.

The book was printed before CC3 (I believe), so Zombie Lord isn't in it for obvious reasons.

Ah, that makes sense then. My point was that in Undead Revisited it does list the rules for creating Skeletal Champions, but not the template, which is in the Bestiary.

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Benly wrote:
Dezhem wrote:

The way I'm reading it is that unless the creature in question has an appropriate template to go with it and rules on how to add them to existing critters, you merely end up creating the base Bestiary version.

As far as I can tell, the only way you can retain class levels and such when animating/creating dead is to use the Skeleton Champion or Zombie Lord versions, which have templates. At least for RAW that seems to be the way to go. Home games, feel free to adjudicate whichever way I suppose.

Despite being listed on PFSRD as available options, the sources for Skeleton Champion and Zombie Lord do not list rules for creating them with Create Undead. However, Juju Zombie does the job fine.

This is true, and relatively annoying. The rules for creating Skeletal Champions are in the Bestiary, while Zombie Lord is in Carrion Crown Book 3. Would have been nice if those had been included in Undead Revisited.

Dark Archive

The way I'm reading it is that unless the creature in question has an appropriate template to go with it and rules on how to add them to existing critters, you merely end up creating the base Bestiary version.

As far as I can tell, the only way you can retain class levels and such when animating/creating dead is to use the Skeleton Champion or Zombie Lord versions, which have templates. At least for RAW that seems to be the way to go. Home games, feel free to adjudicate whichever way I suppose.

Dark Archive 3/5

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For PFS I follow the tactics listed for the monster. I never initiate a coup de grace or use a death effect/animate dead unless the scenario specifically calls for it. As for finishing off unconscious players with iterative attacks or what have you, it depends. A couple of instances I've had happen/seen happen:

1. Party separated, lone PC gets attacked by a stupid beast out for food. Tries to fight it alone, gets smacked around. Why would the beast do anything but eat him?

2. 5 PC's against a big bad with more intelligence. One PC stabs it with the only thing capable of killing it; it's going to go all out on him.

3. Creatures like Shadows whose only goal is to drain the vitality of others and make more of themselves. It's going to keep attacking the same thing until it's drained, or the thing that subjects it to it's greatest weakness.

4. Intelligent monsters against a group of PC's. They do stop attacking downed characters because they are no longer a threat, and move on to the remaining PC's. However, if downed PC's keep coming back and it's not possible to remove the source of healing, then yes, they are going to make sure someone stays down. Likewise, if you are brought back to consciousness and are on 2 hp, prone, and swing at something... I'm going to smack you.

I try to play my monsters like I think they should be played. I don't go out of my way to kill players, but I've seen an alarming amount of 'coddling', where GM's simply and utterly refuse to kill PC's. Death is part of the game. If you take away the risk, then to me that kills a lot of the fun. Not everyone is like that of course, and there is nothing wrong with preferring a 'softer' approach.

Dark Archive 3/5

Hannya Shou wrote:

Probably hopping on to Jubei for Sydney Game day and save the last XP to level 11 for Blacktown Game day.

QUESTION FOR GMS:

If I neglected to loot a body for gold, is the amount left behind deducted from the Chronicle Sheet?

I can't speak for other GM's, but I will generally give the party the gold if someone has been 'defeated'. There are certain times where I don't reward the full gold, but you have to be actively denying something or go out of your way to avoid certain things for that to happen.

Dark Archive 3/5

Cheliax - Dezhem Bek (Wizard 12)

Well, 11/2.5 right now but in a week he'll be 12. :P

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Nooo, Brendan must run the Harrowing. I've been training him in how to terrorize and brutalize PC's!

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I keep a tally on the front page on my character sheet; anything I use during a scenario that I bought prior gets crossed off there. When I get home I then adjust as necessary in HeroLab. I print out a new character sheet each level and transfer ongoing charges and such to the new sheet.

As for 'official' methods though, it's really much of an honour system. GM's simply lack the time to keep track of such small details.

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The Hao Jin Tapestry was the prize given to the Pathfinder Society for winning the Ruby Phoenix Tournament. It's a private demiplane created by the legendary Tien Sorceress, Hao Jin, also known as the Ruby Phoenix. You can access the tapestry by touching where you wish to go on it; I haven't played Sacred Rune, but I'm assuming that's the 'back door' into the tapestry that was hinted at in other mods like Icebound Outpost.

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...Various parts of me just died. :P

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Excellent. Thanks!

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Unfortunately, Inquisitions aren't legal for Inquisitors in PFS. Check Additional Resources under Ultimate Combat.

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How much XP is this going to award? IIRC Blood Under Absalom awarded 1, will this be the same? I have a budding level 12 in the works who has yet to play Eyes of the Ten so I don't want to ruin his chances of doing so...

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