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Othlo

ElyasRavenwood's page

Goblinworks Executive Founder. Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, PFS RPG, Roleplaying Game, Tales Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 2,829 posts (2,919 including aliases). No reviews. No lists. No wishlists. 36 Pathfinder Society characters.


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Silver Crusade

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Thank you all again for your thoughts.

I happen to like the artwork in Paizo’s products. I think the choice of having glowing circles of glyphs and halo’s of light surrounding the caster’s hands is a great way of giving the viewer a visual cue that something exiting is happening magic!.

:
I think similarly a Massively Multiplayer Online Games, which is primarily a visual medium with sound, also needs a visual cue to tell you magic is happening. In my opinion, with a “theater of the mind” game like Pathfinder, you don’t necessarily need a visual cue to tell you something fantastical is happening. Perhaps the GM describes hairs on the back of your character’s neck standing up….maybe you have a shiver down your spine…..etc.
In my opinion magic doesn’t have to be visually flashy to let you know it’s happening. But I do agree….it is a good idea for there to be some sort of chance for everyone noticing something fantastical is happening.

I read the FAQ that Milo V was kind enough to post.

:
I understand that the answer to the FAQ has to take into account as much as possible everything Paizo has published. It looks like they have made this choice to specifically address those who have spell like abilities, and psychic magic, and means to help obfuscate when magic is being cast is in the Ultimate intrigue. This of course applies to PFS. While the Occult book, and Ultimate Intrigue book are on my book shelf We don’t use them in our game. So we don’t have to worry about nor account for psychic spell casters. And spell like abilities are usually the province of “monsters”. As an aside thought looking in the Ultimate Intrigue, the Ruse Spell Feat, and the Ruse spells look interesting.

While I do think it is worthwhile to read FAQ and they can provide useful suggestions and insights on how to how to clarify questions,
I often keep this rule around to remind me that we are expected to make the game, us gms and players our own.

The Most Important Rule

:

The rules in this book are here to help you breathe life into your characters and the world they explore. While they are designed to make your game easy and exciting, you might find that some of them do not suit the style of play that your gaming group enjoys. Remember that these rules are yours. You can change them to fit your needs. Most Game Masters
have a number of “house rules” that they use in their games. The Game Master and players should always discuss any rules changes to make sure that everyone understands how the game will be played. Although the Game Master is the final arbiter of the rules, the Pathfinder RPG is a shared experience, and all of the players should contribute their thoughts when the rules are in doubt.

Personally I don’t give a FAQ the same weight as something that appears in errata, or more concretely, a change that appears in a new printing of a book.

:
FAQs can and do sometimes change. I couple of years ago I remember the FAQ that allowed the SLA of races to let them qualify for prestige classes like Eldritch Knight, Arcane Trickster, and Mystic Theurge. Six month’s later or so, and that FAQ was changed back to what it was before.
The printed word is a little more immutable.

As someone who GMed PFS for quite a few years, I understand you put allot of weight into a FAQ and need to keep up with them.

In my home-game I'll discuss with my players to see if they would like me to add spell manifestations or not.

:
We will discuss if they want these manifestations to look like the brightly glowing circle of illuminated glyphs and the halo of light surrounding the hands of a humanoid caster, or something more subtle and if they prefer not to have manifestations at all...there we are.

Again thank you for your thoughts.

Silver Crusade

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Ah thank you. In a home game which I am GMing, I can completely disregard this FAQ if I wish to.

A PFS game is another kettle of fish. Well at least you can customize your spell manifestations.

I'll need to pop onto the PFS boards and see what people's consensus is about them.

Thanks

Silver Crusade

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What is a spell manifestation? I have been reading on various threads about spell manifestations. I am curious what are they?
I decided to look up what the components of a spell are, and what one needs to identify a spell as it is being cast with the spell craft skill..

Components

:

A spell’s components explain what you must do or possess to cast the spell. The components entry in a spell description includes abbreviations that tell you what type of components it requires. Specifics for material and focus components are given at the end of the descriptive text. Usually you don’t need to worry about components, but when you can’t use a component for some reason or when a material or focus component is expensive, then the components are important.

Verbal (V): A verbal component is a spoken incantation. To provide a verbal component, you must be able to speak in a strong voice. A silence spell or a gag spoils the incantation (and thus the spell). A spellcaster who has been deafened has a 20% chance of spoiling any spell with a verbal component that he tries to cast.

Somatic (S): A somatic component is a measured and precise movement of the hand. You must have at least one hand free to provide a somatic component.

Material (M): A material component consists of one or more physical substances or objects that are annihilated by the spell energies in the casting process. Unless a cost is given for a material component, the cost is negligible. Don’t bother to keep track of material components with negligible cost. Assume you have all you need as long as you have your spell component pouch.

Focus (F): A focus component is a prop of some sort. Unlike a material component, a focus is not consumed when the spell is cast and can be reused. As with material components, the cost for a focus is negligible unless a price is given. Assume that focus components of negligible cost are in your spell component pouch.


Core rulebook page: 212-213

Spellcraft (Int; Trained Only)

:

You are skilled at the art of casting spells, identifying magic items, crafting magic items, and identifying spells as they are being cast.
Check: Spellcraft is used whenever your knowledge and skill of the technical art of casting a spell or crafting a magic item comes into question. This skill is also used to identify the properties of magic items in your possession through the use of spells such as detect magic and identify. The DC of this check varies depending upon the task at hand.
Action: Identifying a spell as it is being cast requires no action, but you must be able to clearly see the spell as it is being cast, and this incurs the same penalties as a Perception skill check due to distance, poor conditions, and other factors. Learning a spell from a spellbook takes 1 hour per level of the spell (0-level spells take 30 minutes). Preparing a spell from a borrowed spellbook does not add any time to your spell preparation. Making a Spellcraft check to craft a magic item is made as part of the creation process. Attempting to ascertain the properties of a magic item takes 3 rounds per item to be identified and you must be able to thoroughly examine the object.
Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day. When using detect magic or identify to learn the properties of magic items, you can only attempt to ascertain the properties of an individual item once per day. Additional attempts reveal the same results.
Special: If you are a specialist wizard, you get a +2 bonus on Spellcraft checks made to identify, learn, and prepare spells from your chosen school. Similarly, you take a –5 penalty on similar checks made concerning spells from your opposition schools.
An elf gets a +2 racial bonus on Spellcraft checks to identify the properties of magic items.
If you have the Magical Aptitude feat, you gain a bonus on Spellcraft checks (see Chapter 5).

Core Rulebook Page 106

Spell manifestations do not appear to be mentioned in the rules. Perhaps I missed where the manifestations are mentioned and they are mentioned elsewhere.
Thank you.

Silver Crusade

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. I was looking for a way to do the trap finding and spell casting without multi classing.

Again thank you for your posts

Silver Crusade

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Can the Vigilante class be used to make a 1st level arcane trickster?

Can a vigilante character have access to both the trap finding class feature and to arcane spell casting?

thanks

Silver Crusade

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You know when such rule omnibus's are put together....that is a sign that the end is neigh.....the end of an edition.

These things are always published towards the end of an edition publication cycle.

Silver Crusade *****

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Congratulations everyone !

Silver Crusade

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Thanks. everyone for their posts.

While I like the idea of lost knowledge as a GM.....I know I would be frustrated as a player.

One of my players has played through the latter parts of the adventure path, but not the first part. I trust him to do his best to keep player and character knowledge apart.
He is playing the party wizard, with a high int and his character know's Thassilonian. I think there is a campaign trait that gives you the language for free.

Thank you for your posts

I'm not sure which I'll use. I have a week to decide anyways. Thanks

Silver Crusade

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I am running a Anniversary Rise of the Rune Lord's campaign.

I have come across two different DCs for Knowledge History checks.

In Pathfinder Adventure Path #1 Rise of the Runelords part 1: Burnt Offerings page 26 in area B3 the Welcoming Chamber in to Identify the Statue of Runelord Alaznist The PCs must make a Knowledge History DC of 35

In the Rise of the Runelords Anniversary Edition on page 34 Area B3 the Welcoming Chamber, in to Identify the Statue of Runelord Alaznist The PCs must make a Knowledge History DC of 25.

Is this a mistake? Which DC should I use?

Thanks

Silver Crusade *****

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I have an 11 level LN cleric of Asmodeus. He was part of the Cheliax faction. (I haven't played him since the switch over to Dark Archive.

He was allot of fun to play. I remember he would occasionally but heads with the Andorans over slavery. If it was debtors slavery or something legally contractually obtained, he would voice an objection because the slavers were legit business men, however if the slaves were illegally obtained...ie Kidnapped or press ganged......he would happily undo such an illegal situation.

I also remember one situation where our PCs had some thieves we had captured.

Spoiler:
they had invaded a pathfinder lodge and killed the inhabitants and posed as pathfinders.
Some PCs wanted to execute them on the spot.

The paladin objected. My character also objected....We both wanted them turned over to the authorities. The paladin wanted to do this because it was the lawful thing to do....the cleric of Asmodeus wanted to do it because it was the lawful thing to do.
Then the player with the paladin said....yeah My character agrees with him....wait my paladin is agreeing with the cleric of asmodeus......and I replied... "see its not that hard to work together"

good times.

But playing my LN Cleric of Asmodeus, I was never a jerk to other players, faultlessly polite, and with his Negative channeling, I made sure I never damaged my comrades with that ability. He would often be the face of the party.

good times .

Silver Crusade *****

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Carl Lorraine thank you for taking the time to answer my quesiotn

Silver Crusade

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I have a 11 level wizard in PFS. He had as his bonded item a staff. Now that he has gotten to 11 level, I can modify my characters bonded staff as if I had the Craft Staff Feat.

I had a budget of 40,000 gp. Looking through the Core rule book I came upon the Staff of Abjuration at 80,000. It cost 40,000 to craft.....So My character now has a Staff of Abjuration.

I have used the dismissal spell in the staff frequently. There was one moment where an elder earth elemental had earth glided and popped up in the back of our party where I thought my wizard was relatively safe......Luckily my wizard was able to dismiss the earth elemental before being mashed into raspberry jam.

So, I am very happy with the staff.

That's just my two cents.

Silver Crusade *****

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I know this question isn't on point, Carl Loraine, but I am curious, how did you like playing a pathfinder chronicler?

Thank you,
Elyas

Silver Crusade

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Im just curious, for a while, in earlier publications, the faith of Sarenrae was outlawed in Taldor. When did this change?

When was this temple built in Oppara?

Thanks

Silver Crusade

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Thank you all for your posts and ideas.

I also remember reading the journals of Eando Kline and thought it would be fun to try and make a character which would be fairly self sufficient.

I was thinking of having my PCs encounter a lone NPC explorer in the ruins they were exploring.

Would they kill him outright. Would they help him? could he be a useful source of information?

Anyways just thinking.

thanks for your thoughts

Silver Crusade

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What would be a good build for a solo pathfinder agent?

Would it be a bard? archeologist archetype? an archivist archetype?

How about a pathfinder chronicler prestige class? or a pathfinder agent prestige class?

Am I barking up the wrong tree? should I do a druid hunger cleric witch wizard?

What do you all think?

Thanks

Silver Crusade *****

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I think there may be a silver lining to all of this. Last year the convention was solely a PFS event.

This year the Raleigh Table Top Roleplaying Games group will be running games at this Extra Life mini convention.

Here is a link to their meet up page link

So this year there will be D&D 5E games, Call of Chuthulu games, Mutants and Masterminds, Star wars (I'm not sure which systems) Savage Worlds etc.

So we FFS gamers will be in with other gamers. I think this will be a good thing.

Again, I'm just GMing a game and playing PFS games at this mini convention, and I am not "in the loop" on how the convention was organized. I am looking forward the convention and I hope we all have fun.

Silver Crusade

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I remember years ago in a game I played in, our characters were overwhealmed captured and put into slavery. Then the GM put Azure bond like tattoos on our characters to compel them to do certain things like attacking a noble etc.
The campaign quickly ended with angry players and an angry GM. He wanted us to follow his plot line and we players were upset by his "railroading" tactics. they felt they had no choice in what happened and no way to affect the story.

If the idea is to get people into the "east", I think you can do this easily.

Simply start in the slave market, and have the pcs "remember" the attack on their caravan that went sideways.

Having the PCs break out of a slave block cell and recovering their stuff could be an exciting beginning to the campaign.

Or perhaps a patron could intervene on their behalf and "purchase them" for the purpose of giving them their freedom.

The Slave Master's Mirror, a Pathfinder Society scenario might give you some ideas about a slaver's complex. Its a downloadable PDF which is only $4.00.

Silver Crusade *****

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Personally, I think it's best to play the Modules and Adventure Paths is in campaign mode, and then award the chronicles to one of your PCs . This way you get the best of both worlds.

Silver Crusade *****

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I am going to be GMing and playing in pathfinder games in this upcoming small charity convention.

I don't know about any of the details about what went on behind the scene to put together this convention.

I am not overly worried if games are official or not. I am looking forward to this small charity convention. It will be nice to see friends, and nice to meet other gamers.

Silver Crusade *****

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Ninja'd

I remember planning to replay a scenario with another character at another faction, on 11/6/10 at a Vermont convention called Carnage on the Mountain and I found out the rule had been changed on 10/14/2010 so I could not play. I ended up walking around Lake Morey resort where the convention was, and enjoyed the Vermont fall during that time slot.

I noted the date for some reason in the spread sheet I use to keep track of what scenarios I have played with which character.

Silver Crusade

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Thank you for your answer

Silver Crusade

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What would happen to a fire giant if he fails his reflex save next to an Acid Pit spell?

How much damage would he take? What if the next round, the wizard who cast the Acid pit spell, then casts a Conjure Dead Fall spell?

Would the conjured dead fall fall into the acid pit created by the acid pit spell?

How much damage would it do to the fir giant in the acid pit? Would the giant get a reflex save?

Thank you

Oh assume the caster is 11 level.

Silver Crusade

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Thank you all for your posts. I guess it would really be too much trouble to move Sand point to clay bottom lake, or fort Rannik to Sandpoint.

Silver Crusade

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I am thinking of replacing Turtleback Ferry with Sand point. Essentially I am thinking of placing Sand point at the mouth of the skull river on Claybottom lake.

:
in burnt offerings, I am planning to have sherif hemlock go to the black arrows to appeal for aid with the goblins instead of going to Magnimar.

What do you all think? do you see any problems with this change?

Thank you

Silver Crusade

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I am running a rise of the rune lords game. We are working our way through the "heroes of Sand point " section and are most likely going to have their Q&A with Shalelu next session.

I have noticed over the campaign

:
the characters start out in Sand point for the first book and most of the second book. then they go to Magnimar. Then they go to Turtleback Ferry area for the third book. They get a fort at the end of the third book. Then when the 4th book begins they immediately return to Sand Point to defend the town against the Giant attack. They go off to take care of the giants. In the fifth book they then Return to Sand point to deal with the Scribbler. Then they go off to the Rune Forge, and in the final book they go to Xin Shalast to confront the Rune Lord

I want to continue to build the PCs connection to Sand point.

I am thinking about moving Sand point to Clay Bottom lake and replacing Turttleback ferry.

During the meeting with the mayor and Shalelu and sherrif Hemlock, I am planning to have them

:
appeal to the black arrows and Fort Rannick for help against the goblins instead of Magnimar

So after the Skinsaw Murders while the PCs are in Magnimar, I am planning to send them to Kaer Maga I am planning to run the group through the seven swords of sin in Kaer Maga. and then have them return to Sandpoint for the third book.

I essentially want the PCs to keep

:
their castle
, and defend it against the giants, and to basically remain part of sandpoint and make it their home base.

What do you think? are there lots of problems with this?

Silver Crusade

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Chrion Im going to guess the difficulty with equating a mill deck is that there are no cards in Pathfinder/D&D.

Perhaps some sort of magic that drains hit points? Well on second thought no....I think the idea of a mill deck is to essentially dissipate your opponents magic and options

Or how about some form of magic that causes a prepared caster to loose his prepared spells, or spontaneous casters to expend their spell slots without casting spells.

I don't know thats my best stab at a "mill " wizard.

Silver Crusade

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I'm bumping this thread. I hope to find out what people's opinions are. Thank you

Silver Crusade

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John, Genuine thank you both for your advice

Silver Crusade

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What is the best spell for a 1st level Magus (Eldritch Scion) to have to deal with the Undead?

My character is a Suli. I have already picked Disrupt Undead.

Thank you

Silver Crusade

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Thank you all for your replies.

Silver Crusade

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This is a bit of a hypothetical situation

What would happen If Wizard A, a Sylph Air Elementalist wizard cast Wind Blades on his opponent wizard B who is hovering with a fly spell some 40' above him. Then in the next round Wizard A activates his Cyclone ability, and he makes sure his flying opponent is caught in the cyclone.

So what happens next?

Thank you

Silver Crusade

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If a sorcerer with the Eschew Materials feat, and the Silent Spell feat, begins casting a spell using the silent spell feat, while under the effects of an Illusion of Calm spell, will a casual observer have any cues that the sorcerer is casting a spell?

If someone wanted to spell craft the spell being cast could they?

thanks!

Silver Crusade

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Is spell craft language dependent?

Are the verbal components of spells spoken in a language, or is there a "magical language?"

For example A Taldan wizard who speaks Taldan but not Qadiran and a Qadiran wizard who speaks Keleshite (Language of Qadira) but not Taldan.....take a dislike to each other and both cast magic missile spells at each other.

Now both wizards can use their spell craft skills to identify the spell the other wizard is casting.

Is there a "magical language" that spells are spoken in that allow both casters who do not share a common language to identify what each other is casting?

How about another situation:

Some explorers manage to stumble on a serpent fold vault deep underground. they open the "stasis chamber" that the serpent folk has been hibernating in.

In a fit of anger the serpent folk casts Spell Steal. Spell steal is a 5th level arcane racial spell from the Monster Codex. Presumably this was a spell that the Serpent folk didn't share with others, and required a serpent folk caster of at least 9th level to cast this spell. This would make the character most likely 13 hid. This particular serpent folk has been stuck in a stasis pod for most likely over 10,000 years.

Would Spell craft be able to identify spell steal as it is being cast?

Would Spell craft be able to identify a spell that a sorcerer has developed himself and he has not shared with everyone else?

thank you

Silver Crusade

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Rovagug is a Qlippoth deity? Just out of curiosity where is this information? Thanks

Silver Crusade

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I'm just curious. I remember "back in the day". when my 1st edition wizard had to gather sand, live spiders, peas, lard, bat guano, etc for his spell component pouch.

I know for the spell component pouch in the core rule book, it is assumed to have all of those ingredients that a wizard would need for the materiel components for his spells except for the expensive ones.

SO just out of curiosity How often do you think a wizard or witch or magus, etc would have to buy a new spell component pouch?

I am just assuming that each spell when cast uses spell components from a spell component pouch...a pinch of sand....a pea etc..... and the supply of these components are eventually exhausted.

So when will the spell caster have to replace his supply of spell components and buy a new pouch?

After say playing through a module like Crypt of the Ever Flame? After playing through Burnt offerings?

Never?

Do people assume a wizard simply replaces the spell components he uses for a negligible cost?

Thanks

Silver Crusade *****

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I remember when the original five factions: Andoran, Cheliax, Osirion, Qadira and Taldor. were all involved in a "shadow war" to gain influence in Absalom.

I believe after 3 years, Andoran being the most popular with the most faction members won the pile of prestige points. I think Osirion came in next, Taldor and Qadira were tied, and Cheliax came in last.

I think this set the stage for

:
The Andoran faction head being promoted from captain to major, the saphire sage wining favor with the ruby prince, the Qadiran faction leader killing the Taldan faction leader. and the Chelaxian faction leader running into hot water and being dissapeared

I guess since the shadow war ended, and we no longer have faction missions, I was just wondering what the information could be used to track.

Thanks

Silver Crusade *****

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I am curious what sort of information can be gleaned by recording and reporting to Paizo the prestige points a character earns and the faction that they belong to?

Thank you

Silver Crusade

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John Thank you for taking the time to answer this post.

I was simply curious. Having done a little "exploring" earlier in my life, I was curious how much a Pathfinder Society expedition might cost in gold pieces.

Perhaps the other reason that I was wondering what the cost of an expedition would be is because I have been reading some of David Gross's fiction. I have just finished "a lesson in Taxonomy", an enjoyable read, "the fencing master" also an enjoyable story. I am about to start reading "Husks" and I am about to read Lord of Runes. Previously I have read Hells Pawns in the Council of Thieves adventure path, and Prince of Wolves, Master of Demons, Queen of Thorns, and King of Chaos.
I am looking forward to Lord of Runes.

Big Norse Wolf

:
I remember the senior scientist told me that the three month expedition to the remote part of Brazil we went to cost $40,000. I don't know how the costs broke down.

Silver Crusade *****

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There is also #2-26 Mantis Prey. This scenario has Grandmaster torch in it as well.

:
this scenario is pretty much the conclusion to the shadow lodge story arc. In here you learn about Grandmaster Torch's history and his involvement with the Shadow Lodge as a splinter organization off of the Pathfinder Society. You learn how things are patched up and how hostilities are ended and the "shadow lodge" is brought back into the fold.

I think

:
Grandmaster torch was originally written as a "shady" information broker that the PCs had to deal with from time to time. Pete Winz gives an excellent summary of Grand Master Torches activities. Then a choice was made by the Pathfinder Society organized play staff to change Grand Master Torch, and he went from being "shady information broker" to "union leader". I think a little later, perhaps a year or so, the Pathfinder Society organized play staff decided that Grand Master Torch as a "union leader" was a bad idea and decided to change Grand Master Torch back into the shady information broker he originally was.
. This is just supposition on my part

Silver Crusade

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I am just curious...

How expensive would it be to finance an expedition of exploration? Lets say as an example the Segang expedition?

What do you all think?

As a real life example:

:
15 years ago I was the photographer on a Smithsonian expedition to Brazil to study and record a Native American Indian Tribe for 3 months. There was the senior anthropologist, a curator at the National Museum of Natural History, and three other anthropologists, 1 American and 2 Brazilian, and myself, the photographer. I was told that the expedition cost $40,000

Silver Crusade

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Fromper wrote:

No, because Evard is a trademarked name of a character that doesn't exist in Pathfinder.

As others have said, Windy Escape's mechanical benefit is just DR, which doesn't affect grappling.

Fromper I am guessing Roy Greenhilt, your avatar image, most likely witnessed this member of the Linear guild Zz'dtri get dragged off the comic strip by copyright lawyers. so I can understand why the copyright lawyers might show up. I found that to be a very amusing moment in the comic strip.

Fromper and Diego Rossi I understand that Paizo can't use Wotc's IP, like the name "Evard" in their published materiel. I also understand that they cant use Mordenkainen, Otto, Tasha, Bigby, nor Melf....I understand they cant use carrion crawlers beholders and mind flayers in their published materiel.

But I am not a publisher, I am just a private person. In my home pathfinder games, I use beholders and mind flayers....and with the Rise of the Rune Lords game I am running, I am planning an encounter where the PCs in my game will have to face a carrion crawler. I guess I use those Greyhawk mage names out of habit. I also like "Tenser's floating disc" more then "Floating disc". I feel it ads more flavor.

Diego Rossi, I understand how my use of Evard in the black tentacle spell would give the impression that I don't understand the differences between editions.

Silver Crusade

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My apologies Mr Radle, yes I meant chronological!

Andre Roy, thank you for the link

Silver Crusade

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I have read Prince of Wolves, Master of Demons, Queen of Thorns, King of Chaos, and I am beginnig Lord of Runes.

I have also read the short fiction introducing the characters that showed up in the Pathfinder Adventure path. I think it was Council of Theves, but I am not sure.

What is the Chrologial order of Varian Jeggare & Radovan's adventures? Thank you

Silver Crusade

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Again thank you all for your thoughts.

I can see that it would be a GM call as to weather you can avoid a tentacle from the Evard's black tentacle spell wrapping around your character and giving it a squeeze.

As a player of course I would want for the windy escape to provide my wizard character a chance to either protect or remove himself from that grabby situation. An Evard's black tentacle spell could easily shut down my character almost completely.

As a GM I can understand that the black tentacles since they are conjured magical grabby things could possibly grab the temporarily misty and insubstantial spell caster. From what I understand the spell give you protection from physical non magical attacks but you are still vulnerable to magical attacks.

So to me it seems to be a GM call.

As Kaliel Windstorm points out, you can’t really separate the descriptive text from the text on the game mechanics. I think his interpretation is reasoned out and well thought out

“I remember early in this character's carrier he was grabbed by a reef claw. Apparently the claw was poisoned. I informed the GM that my character would like to use windy escape in response to the reef claw's attack. I passed the GM the Advanced Race guide. After reading the spell, he said, ok you turn insubstantial and the claw closes and passes harmlessly through you....and you don't need to worry about the poison because you are temporarily immune.”

I was playing a PFS game at a convention. The GM had a firm grasp on the rules.

So it seems to me, that with the windy escape spell a non-magical physical attack can pass through you harmlessly (provided it does less then 10 points of damage) and this would include the grab attack from a reef claw, and in my opinion somebody’s grapple attempt.

Evard’s black tentacles seems like a corner case that could be argued either way and would be the GM’s call. However if I were the player in question who’s wizard was being grabbed and grappled, I would hope the spell would provide the wizard with an escape.

Again thank you all for your thoughts and comments.

Silver Crusade

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Thank you all for your thoughts and comments.

Nobody's home my character with the windy escape spell is an 11 level sylph wizard in PFS. I didn't just cherry pick it windy escape.

I remember early in this character's carrier he was grabbed by a reef claw. Apparently the claw was poisoned. I informed the GM that my character would like to use windy escape in response to the reef claw's attack. I passed the GM the Advanced Race guide. After reading the spell, he said, ok you turn insubstantial and the claw closes and passes harmlessly through you....and you don't need to worry about the poison because you are temporarily immune.

Thank you again for your thoughts and comments

Silver Crusade

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Can the Windy Escape spell be used to get out of a grapple from an Evard's Black Tentacle spell?

Thank you

Silver Crusade

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Dastis wrote:
ElyasRavenwood wrote:

I have a 15 level mystic theurge in PFS. The character is a necromancer 3/ cleric of pharasma 3 / MysticTheurge 9.

Over his carrier, I found it was best to focus on buffing. With the Haste spell for example, I don't have to worry about the DCs to resist my character's spells, what is the strong save of the opponent, if the opponent has SR......I just lay down the haste spell and watch the barbarians and fighters chop things up.

So on the whole I think it is better to buff your party.

While I do agree with you Im pretty sure your a little biased as theurges lag behind full casters in terms of save dc and CL.

I find buffs to be better(in general) because
1. They always work. Haste can be used in any fight while many monsters are immune to many debuff stats effects. While this can be worked around it requires investment
2. Saves + Spell Res. Essentially you have 2 chances for buffs to fail against many opponents while buffs still always work
3. A debuff lasts only as long as the enemy does while buffs remain in effect until your allies drop. In general I hope my enemies drop before my allies do

That said there are specific debuffs that are pretty great(icy prison, create pit, glitterdust, etc) that are definately worth taking

True enough, as a Mystic Theurge I found buffs utility spells and summoning worked out best for that character. I also have an 11 level air elementalist wizard in PFS. I have found for this character, its best to have a variety of spells on hand to deal with a variety of problems. I have found Arcane bond" object which allows my character to cast once a day any spell in his spell book to be priceless and has gotten us out of more then one jam.

Silver Crusade

Pathfinder Deluxe Comics Subscriber; Pathfinder Legends Subscriber; Pathfinder Adventure Path, Campaign Setting, Cards, Companion, Maps, Modules, PFS RPG, Roleplaying Game, Tales Subscriber

I have a 15 level mystic theurge in PFS. The character is a necromancer 3/ cleric of pharasma 3 / MysticTheurge 9.

Over his carrier, I found it was best to focus on buffing. With the Haste spell for example, I don't have to worry about the DCs to resist my character's spells, what is the strong save of the opponent, if the opponent has SR......I just lay down the haste spell and watch the barbarians and fighters chop things up.

So on the whole I think it is better to buff your party.

Silver Crusade *****

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Here in the Raleigh, Durham, Chapel Hill "Triangle" area of North Carolina Core seems popular enough. One of the stores in the area offers Core games one night a week.

While Core+APG I think is a nice idea, it would be the "nose" of the proverbial camel trying to get into the tent.

This past sunday 9/4/16, at Atomic Empire in Durham, There were two tables of the confirmation being offered. One was Core the other was "normal". the Normal table didn't make it but the core one did.

This was the first time our GM was GMing. I think she would have felt much more out of her depth if she had to deal with the entirety of the range of possibilities in PFS.
As it was, I think a Core confirmation game was a good first adventure for her to run.

We also had fun. I was the one player who had signed up but didn't get to play on the regular non core confirmation table. I had a new character I wanted to start out.
But I still had fun anyways. I just used a core character of mine.

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