Paizo Top Nav Branding
  • Hello, Guest! |
  • Sign In |
  • My Account |
  • Shopping Cart |
  • Help/FAQ
About Paizo Messageboards News Paizo Blog Help/FAQ

EvilMinion's page

927 posts. Alias of CursedFrogurt.


1 to 50 of 927 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

Last minute addition! =)

Hmm.. now to decide which lvl 8 arcane caster to play!

Its a Core game, Belvica.




Quick question:

The chronicle for Year of the Shadow Lodge Special (and this will be true for some other years as well, now that I think of it) has a boon listed separately at each tier group. The boon has the same name and the same benefits (just can be used more times in the higher tiers)

But typically when you play in a higher tier, you get all things in the lower tiers as well.

So if you played this special in Tier 8-9 say... can you select one of that boon, you can use twice, and also select one of the lower tier boon (of the same name) which you can just use once?

I notice that the Blood Under Absalom special had the same sort of chronicle setup, but my GM for that one crossed out all the lower tier boons. Was that a mistake?

The other specials I've done do not have this format, listing just a single boon.

Hey guys, one of those new recruits...

Have two level 6 melee types, one a ranger with a large-sized avian pet (so two melees for the price of one, kinda), and the other a reach weapon barbarian.

GM V mentioned the barb, but figured I'd check in here first.
Both are melee, with a few skills, so figured I'd let you guys sort out what you need, if any.

I could join... with either a ranger or barbarian (both level 6)

Butter sock!

Also, the unchained summoner, which came out well after bestiary 2, still has the same language on the Grab evolution as the original summoner.

So from whichever angle you approach it, for eidolons, it has to be smaller than them.

ps - Augment Summoning really has no effect on the eidolon (except in rare cases when you use the 'Summon Eidolon' 2nd level spell)

What alignment are the party? (more imporantly the guy with the sword)

You can do a lot with the Possession.

Have the PC's learn of some sort of evil in 'local town they are in' killing people in some horrible fashion.

Fear and panic start to set in amongst the populace.

The PC's investigate... (adventure of some sort)... eventually leading to them realizing that the one doing all the killing is the PC with the sword, who is getting possessed by the demon at night while he sleeps, and returned before morn non-the wiser... perhaps with an occasional clue.

If they're on the move, have some other group investigating a string of deaths, and catch up to them accusing the PC of said atrocities.

Eventually, they'll figure it out, the demon possesses the player one last time, and they have nice fight, with the PC as the BBEG =)

At least til they take him down (hopefully non-lethally), then they wonder what to do with the sword.

Hell, you don't even need to do it all, just hint at it.
Perhaps the PC wakes up some mornings, covered in blood... with no explanation why.

Of course, none of this gets the sword back where it wants to be... but some demons just like to screw with the good guys 'because' =)

+1 to what Chess Pwn and Davor Firetusk suggested.

The called Erinyes devils you mentioned can cast Minor Image and Fear at will.

Toss up a few illusory walls somewhere that they sit behind and spam fear on the gunslinger, et al, until he fails the save.

At which point he drops whatever he's holding (read guns) and starts to run. (if he's using gloves of storing for the guns, then he's not using weapon cords!)

Have something pick them up (unseen servant perhaps? Something/Someone with telekinesis? Hell... they're clerics... have him cast Animate Object on the dropped firearms, and have them start firing back at the party! That will be fun image =)

Hell, drop a Eagle's Splendor (mass or single) on the devils, to increase the DC of the save to a 21, if it helps.

Feh, the Archives of Nethys has been the culprit for more illegal character options at tables than I care to count.

The main issue being that it does not differentiate between legal for all, and conditionally legal.

'Sure its legal... but only if you're a goblin!'

Its not a racial thing. Its a factor of dim light conditions.

1 person marked this as a favorite.



Just rename a few things, and set the Confirmation in Varisia.

Start them off at a different pub, pick a different mountain name, and you should be able to make do.

So that ends my first foray into PbP gming... 5 rounds is all I get! =) At least I didn't kill anyone.

(AC 20 (17 touch!) with DR 5 magic and slashing, lots of resistances/immunities, and four attacks can be a challenge at level 2)

Am not sure if the swords are magical... (thought they were just masterwork, but one of them was glowing briefly at the start of the fight, so perhaps there's more to them than their exotic nature.)

You guys might be on hold now, 'til Lari gets back into it, as I've no materials to relay any other information.

The first spell does not quite bring Ray around, but the second one, from the wand, will. The first wand use on Vaughn is also not quite enough, but the second is.

Final tally after that:
Vivilaas at 2 hp, Ray at 8 hp, Vaughn at 4 hp, Serithial at 10, Dr N and Selkania at full.

And, most importantly, juju zombie at 0 (in round 14!).

All I have from GMLari was this particular critter, so can't speak to what's in the room for looting/info/et al.
But the zombie had two rather strange looking light swords, that appear to covered in jagged spines.

As the creature turns to stalk its remaining pray, Serithial throws a vial of acid, which catches it clean in the face, but only splashes it with minor damage.

At the same time, Selkania calls on her goddess and a wave of positive energy sweeps through the room.

Will: 1d20 + 3 + 4 ⇒ (11) + 3 + 4 = 18

For a moment, it seems to resist the effect, but even the small amount that gets through, proves to finally be enough, as it collapses to the ground, its swords finally falling still.


Barely! (It had 2 remaining hp's after the acid! So even half damage was enough damage!)

On the plus side, the zombie is barely holding itself together as well.

Selkania stabilizes Vaughn, and Serithial steps back to give the ranged attackers a clearer shot.

Unfortunately, the four-armed monstrosity bearing down upon her causes Vivilaas's ray to go well wide, and Doctor N's shot bounces harmlessly off its enhanced hide.

The unfortunate samsaran suddenly finds herself facing the onslaught alone.

Sword1: 1d20 + 7 ⇒ (8) + 7 = 15, for 1d6 + 4 ⇒ (1) + 4 = 5
Sword2: 1d20 + 7 ⇒ (19) + 7 = 26, for 1d6 + 2 ⇒ (6) + 2 = 8
Slam1: 1d20 + 2 ⇒ (1) + 2 = 3
Slam2: 1d20 + 2 ⇒ (9) + 2 = 11

Both of the wicked-looking bone swords strike true, and she collapses to the ground.

Round 13
Vaughn (-27 hp, unconscious, stable), Vivilaas (-13, unconscious, bleeding), Serithial (-8 hp), Doctor N, Ray (-23 hp, unconscious, stable), Selkania
Zombie (-26 hp)

Party is up again... things look grim!
Vivilaas, will need a stabilize check (DC 11)

Does Vivilaas threaten? Not sure if she has a weapon in hand for Seri to take advantage of

Ok, Vaughn will not need a stabilize roll then =)

Indeed you did! Let the war of attrition continue!

Doctor N quickly reloads, while the others do their best to assist Vaughn in his attempts to injure the zombie. The fighter, for his part, does his best to accommodate.

Unfortunately, only one of his blades manages to strike the creature, and only for minor damage.

But the sum total of all the damage is clearly starting to takes its toll, though is not enough to stop it yet.

It continues to attack Vaughn.

Sword1: 1d20 + 7 ⇒ (14) + 7 = 21, for 1d6 + 4 ⇒ (4) + 4 = 8 damage.
And the man finally falls under the very first swing.

It then takes a step towards Vivilaas while turning its attention on Serithial
Sword2: 1d20 + 7 ⇒ (2) + 7 = 9
Slam1: 1d20 + 2 ⇒ (8) + 2 = 10
Slam2: 1d20 + 2 ⇒ (4) + 2 = 6

Though the elf manages to dodge all the blows.
Round 12
Vaughn (-27 hp, unconscious, bleeding), Vivilaas, Serithial (-8 hp), Doctor N, Ray (-23 hp, unconscious, stable), Selkania
Zombie (-26 hp)

Party is up again!
Vaughn, will need a stabilize check (DC 16)

Vivilaas and DrN to go (will assume DrN will reload her pistol otherwise)
Update later this morning

Please note, the zombie has moved slightly... so Vaughn is not flanking at present.
(though he is bleeding rather profusely)

check in via mobile device, and everyone's posted... I hate doing posts on a virtual keyboard.

Docter N manages to wing the zombie, but not by much!

The zombie in turn retaliates on Vaughn!

sword1: 1d20 + 7 ⇒ (2) + 7 = 9
sword2: 1d20 + 7 ⇒ (20) + 7 = 27
slam1: 1d20 + 2 ⇒ (16) + 2 = 18
slam2: 1d20 + 2 ⇒ (12) + 2 = 14

confirmation: 1d20 + 7 ⇒ (5) + 7 = 12

damage: 1d6 + 2 ⇒ (3) + 2 = 5

one hit (doesnt confirm), one would have but for the ac aid.

Round 11
Vaughn (-19 hp), Vivilaas, Serithial (-8 hp), Doctor N, Ray (-23 hp, stable), Selkania
Zombie (-24 hp)

Party is up again!

Hmm... ok, not home til late tonight, but will push things forward then... botting DrN and Vivi if need be.

Hey guys, just to clarify, on my temporary assignment. =)

Do you guys want me to move things along (relatively) quickly (ie: if someone doesn't post with 24 hours, to 'bot' them or delay them or the like?)

I realize this fight's been going on for a long (real life) time, so some might be eager to get it in their rear-view mirrors.

Let me know, and I'll oblige.

I'll join.
Will use Amiri (cause I have the alias already set up!)

And a summary ...
Round 10!
Vaughn (-14 hp), Vivilaas, Serithial (-8 hp) [aid attack to Vaughn, success], Doctor N, Ray (-23 hp, stable) [pondering electric sheep], Selkania
Zombie (-23 hp)
(Bold can go)

1 person marked this as a favorite.

Checking in.... at Lari's request, can fill in to get you guys through this fight!

A fox does not have hands or prehensile appendages.

They can not use kinetic blasts.

Shifting over to the discussion thread

I added a link to here on the mustering spreadsheet, for those that might not notice the link back on the other thread.

Not sure if we want to change that to the discussion/gameplay thread or not... they're not open yet =)

Present and accounted for.

Unsure which char to play... either ranger (with axebeak pet) or hypochondriac barbarian. Both are level 6, so won't change tier calculations.

Leaning towards the latter, if only because we seem to have a number of melee types already and a large size animal companion would probably be annoying =)

Well, Knowledge (arcana) has a roll to identify a spell effect, in place.
Which one could supposedly use to identifying someone who was petrified via the Flesh To Stone spell.

So a similar sort of roll for the Medusa's supernatural effect doesn't seem out of line.

Nor would lumping it under what one might roll to identify the abilities of the medusa in the first place (Knowledge (nature)) just with a higher DC because you're missing some of the more obvious info to connect the dots.


What is being proposed, is kind of the opposite of bloat.

Core rule book, the seasonal guide, plus a single online Core supplement of some sort.


Jack Brown wrote:
Linda Zayas-Palmer wrote:
Jack Brown wrote:

I agree 100% that it should ignore the miss chance... but...

On the other hand, in addition to the higher save DC, that wrapping should have allowed it to bypass the miss chance :)

In developing the scenario, I thought that the spell did not suffer a 50% mischance. Making an official ruling on the spell would be a matter for the design team, but for PFS purposes, I'll take Jack's solution.

The wrapping around the wand of ghostbane dirge allows it to bypass the 50% mischance.

Thank you, Linda.

I think that's a fantastic solution to the problem.

OK... we did some math at the table.... in the higher tier... (I go off vague memory here)

Chance to affect incorporeal target with corporeal spell: 50%
Chance of bypassing said targets Spell Resistance (CL 5 vs SR 19): 35%
Chance of said target failing the will save (DC 17 vs +12 Will): 20%

Chance of wand spell landing without the above mentioned change: 3.5%

Chance of wand spell landing with the above mentioned change: 7%

Either way, the wand (though great flavor) is basically a trap, and a PC is almost always better off doing just about anything else then attempting to use it.

Which is sad really... but its a problem with spell not the scenario.


Perhaps a new on-line product that has just additional core-available options. So as not to clutter up the resources list.
Language/Ethnicity stuff, some vanities, perhaps some wayfinder options, and the Pathfinder lore.

Though that would be its own can of worms, I suppose.


Would be nice to have some vanity options to spend prestige points on.
The PFS Field Guide and Primer would allow be nice for that.

Would be nice to have more Pathfinder background info... so I like this thought.

Sign on as a player then!

You would constantly be making concentration checks if you're trying to gather power while mounted and moving about.

And if you fail of course, it blows back on you.

1 person marked this as a favorite.

Nature abhors a vacuum!

In the absence of information, I'm always more than happy to make up info!

So ya, make up names for them.

They can object all they want, but you're doing so in character... and its their own damn fault.

Hell, some of the nicknames might even catch on! I love a good nickname backstory!


1) no, they do not get full hp on the first HD like PC's.
2) I'd think you round at the end, not incrementally. So every other level you make up that half. At least that's how I've been doing it. =)


Her appearance in Overflow Archives is nice, as a post-dark-archives-forming sort of thing.


Are spellbooks ever listed on chronicle sheets?
Don't recall ever seeing one.


Pirate Rob wrote:

Is it windy escape? I bet it's windy escape.

I've almost completed my 10 punch card for telling players no, they can't cast windy escape. Yes, I'll literally told 9 different players no, they can't cast that spell.

Mudball is the one I've got the most stamps for =)

ashuramarsh wrote:
If you get your eidolon to size large through normal evolutions and then cast an enlarge person spell to make it huge, followed by a permanency. What would happen when you got to the point of being able to buy the huge size evolution? Would it just not be effective or would it increase another size level?

You would no longer be able to give it that evolution, as you do not qualify.

From the Large (ex) evolution description wrote:
The eidolon must be Medium to take this evolution.

In order to give your eidolon the large evolution *or* the huge evolution, it has to be medium to start out (as per the text of the evolution).

So if you make it large by default in the mean time, you no longer qualify to take the evolution.

How it gets adjudicated from there, I'm sure would vary by GM.

And channeling can still heal them just fine.

Though the point that dragonhunterq made above: that, even if they do save, they just take half the healing not none at all, is the important one.

So you can still heal them if they're hanging on by a rage-thread... it just costs you more resources.

1 person marked this as a favorite.
Murdock Mudeater wrote:
As for killing them, a good one I've heard for dealing with flying dragons is to ready a Wall Stone to appear in their flight path when its too late for them to turn to avoid (like as they are swooping in to attack). Since it's instantaneous, should work here. Is limited to the GM's interpretation of what would happen, but I've heard good results on this end. And since they are crashing into the wall, instead of the wall attacking them, it often bypasses DR and such (like falling damage).

This does not work either.

Rules for conjuration/summoning spells don't allow them to be called into existence in mid-air.

And even if the dragon were flying low enough that you could build it up tall enough to try, the dragon should still get a save to avoid it. (much like trying to use a wall to 'trap' someone, as per the spell description.

Now, a Wall of Force, on the other hand, is evocation...

1 to 50 of 927 << first < prev | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | next > last >>

©2002–2016 Paizo Inc.®. Need help? Email or call 425-250-0800 during our business hours: Monday–Friday, 10 AM–5 PM Pacific Time. View our privacy policy. Paizo Inc., Paizo, the Paizo golem logo, Pathfinder, the Pathfinder logo, Pathfinder Society, GameMastery, and Planet Stories are registered trademarks of Paizo Inc., and Pathfinder Roleplaying Game, Pathfinder Campaign Setting, Pathfinder Adventure Path, Pathfinder Adventure Card Game, Pathfinder Player Companion, Pathfinder Modules, Pathfinder Tales, Pathfinder Battles, Pathfinder Online, PaizoCon, RPG Superstar, The Golem's Got It, Titanic Games, the Titanic logo, and the Planet Stories planet logo are trademarks of Paizo Inc. Dungeons & Dragons, Dragon, Dungeon, and Polyhedron are registered trademarks of Wizards of the Coast, Inc., a subsidiary of Hasbro, Inc., and have been used by Paizo Inc. under license. Most product names are trademarks owned or used under license by the companies that publish those products; use of such names without mention of trademark status should not be construed as a challenge to such status.