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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...
GM V mentioned the barb, but figured I'd check in here first.
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.
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' =)
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!'
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:
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.
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!)
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
Both of the wicked-looking bone swords strike true, and she collapses to the ground.
Party is up again... things look grim!
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.
It then takes a step towards Vivilaas while turning its attention on Serithial
Though the elf manages to dodge all the blows.
Party is up again!
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
confirmation: 1d20 + 7 ⇒ (5) + 7 = 12
damage: 1d6 + 2 ⇒ (3) + 2 = 5
one hit (doesnt confirm), one would have but for the ac aid.
Party is up again!
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.
And a summary ...
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.
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.
Jack Brown wrote:
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 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.
Though that would be its own can of worms, I suppose.
Would be nice to have some vanity options to spend prestige points on.
Would be nice to have more Pathfinder background info... so I like this thought.
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.
Pirate Rob wrote:
Mudball is the one I've got the most stamps for =)
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.
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...