Valeros

Gaius Tindareus's page

485 posts. Alias of mbauers.



1 to 50 of 70 << first < prev | 1 | 2 | next > last >>

So I'm thinking of getting a Poet's Cloak for my PFS Skald.

Poet's Cloak:
Even after cleaning and mending, this traveler's cloak appears worn and weathered. For wearers with the bardic performance class feature, it grants the use of raging song as a 4th-level skald by spending rounds of bardic performance. For wearers with the raging song class feature, it grants the use of inspire courage and inspire competence as a 4th-level bard by spending rounds of raging song.

In addition, each poet's cloak allows its wearer to grant one specific rage power when using raging song in place of his own rage powers (if any). The specific rage power varies by cloak. It must be usable by a 4th-level skald, and can't have any prerequisites other than level.

A skald can only have one type of totem rage power, and I currently have Lesser Spirit Totem. Could I get a Poet's Cloak that grant's Lesser Celestial Totem? Secondly, in PFS, if I buy a Poet's Cloak, do I get to choose the rage power that it grants?

Thanks!


1 person marked this as a favorite.

Hello everyone, I just wanted to talk up an event that was my most fun experience at Gen Con last year.

The Four Horsemen pathfinder game was amazing--great characters, varied and challenging encounters, a good mix of RP, Puzzles, and Combat.

The GMs were knowledgeable and tactical, but also fun. The writing was amazing.

It was a great time. I thoroughly enjoyed myself and won some great swag in the process.

There are still tickets left, so if you're looking for a fun Pathfinder game at Gencon and you have nothing scheduled Thursday at Noon (and Friday at Noon in case you qualify for the finals) I encourage you to sign up.

If you have any questions, please ask. I will answer to the best of my knowledge based on last year's event.

Event Id: RPG1687968

Link for signup


Gamer Please read the announcements!

Players, please post the following information to the discussion thread:

Player Name
PFS #
Faction
Day Job Roll


Gamer Please read the announcements!

You have been stationed at the Grand Lodge in Absalom, awaiting assignment for a mission of utmost importance. Things finally seemed in motion when Venture-Captain Drandle Dreng sent out a summons for available agents. Specialized in the history of Absalom, Dreng is known for putting off-duty agents to work on sundry tasks when he finds them resting within the city’s limits.

Coming to the meeting place—an odd choice of venue, as it is a street corner far from the Grand Lodge—a lone beggar garbed in baggy robes approaches. The only figure visible in the constant drizzle, the beggar sticks out his hands for currency.

Have you any coin to spare, fine folk?

The question hangs in the air for only a scant moment before the figure pulls back his hood to reveal the wizened face of Venture-Captain Drandle Dreng. He gives a crooked smile, soaked head to toe from his unprotected time in the rain. His clothes smell faintly of cabbage.

Sorry about that, he says with a wink. “I always like to play a little joke on agents when I stumble across them during my jaunts into town. Now, why did I summon you fine folk here again…? Dreng shakes his head from side to side, as though trying to knock water out of his ears, despite the constant downpour.

Ah yes, the Wounded Wisp! I’m undercover now and can’t stray far from the site I’m watching, but I need someone to retrieve a package for me from that fine establishment. It’s among Absalom’s most storied taverns, you see, and one that holds a special place of privilege in the Society’s lore as the place where the organization began. Well, I could drone on and on about it, but standing out in the rain is doing none of us any favors.

As if anticipating agreement, the bedraggled venture-captain produces a small slip of folded paper from one of his many stitched pockets. Dreng quickly shows a glimpse of the page’s contents: a map detailing the location of the Wounded Wisp bar.

The bartender is a woman by the name of Heryn Gale, a fine lady who came to own the Wisp after the passing of her father from—oh, bah, it’s really getting too cold for me to give a proper history lesson! If you could just go to the Wisp, and tell Heryn you’re there to pick up my parcel, it would be most appreciated. I’ll be around here for several more hours at least.

Players, feel free to dot the thread, but hold off on official IC posts until we get all of the reporting info ready.


I'm trying to make a fighter build where my familiar can just hang out next to me (or in my pocket) and use Extend the Bulwark every round to boost my AC.

Extend the Bulwark:

If you are wearing medium or heavy armor and are adjacent to an ally who also has this feat, as a free action, you may give your ally a circumstance bonus to her AC equal to half the armor bonus provided by your armor. This bonus lasts for 1 round. During this round, you gain no bonus to your AC from your armor.

Now, the questions--can a tiny familiar wear +1 full plate? I thought I read somewhere that tiny-sized armor is only half the armor bonus (which I don't understand, but whatever). Does huge armor get double the bonus?

Specifically, could I get some +1 full plate for a hedgehog sitting in my pocket? I know it's a ridiculous premise, but I'm looking at RAW here.

Here's another possible hiccup:

Share Training class feature of Eldritch Guardian fighter:

At 2nd level, when the familiar can see and hear its master, it can use any combat feat possessed by the eldritch guardian. The familiar doesn't have to meet the feat's prerequisites, but at the GM's discretion may be precluded from using certain combat feats due to its physical form. For example, an eldritch guardian's pig familiar with access to Exotic Weapon Proficiency (spiked chain) would not gain the ability to use spiked chains, since it doesn't have any limbs capable of properly handling them.

This ability replaces the bonus feat gained at 2nd level.

I'm wondering if a GM might preclude the familiar from using it.

If I had an improved familiar (which I'm not even sure you can get with an Eldritch Guardian), something that is more "human-shaped" like an azata or something, would that make it easier to get a suit of armor?


Info to come soon. Congratulations to those of you who were selected!


Posting to create the gameplay thread


2 people marked this as a favorite.

Hello everyone! I'm going to be running a Mummy's Mask game here on PBP and I'm looking to recruit 3-4 players (I already have one player, a Daring Champion Cavalier).

If this sounds like something you're interested in, please read the Player's Guide and make a character with the following guidelines:

1st level, 15 point buy
Max HP for 1st level, half+1 for subsequent levels
All Paizo materials allowed, 3rd party content allowed with approval
Races: All are allowed, but you should know that I'm not usually too thrilled about crazily-exotic races.
Classes: All are allowed, and I have no problem with reskinning fluff to fit a concept. Ex: Ninja and Samurai don't have to be from Minkai.
Alignment: Any, though you need to be able to get along with others.
150 starting gp
1 trait plus one campaign trait. If you take a drawback, you may choose an additional (non-campaign) trait. I like drawbacks because they help to flesh out characters, so if you're going to do it, please have it help enhance your character (instead of solely for a minor mechanical benefit).

House Rules

I use Background Skills and Hero Points.

Any character who meets the prerequisites for either Power Attack and/or Combat Expertise gains that feat as a Bonus Feat.

Fighters receive the Combat Stamina feat at Level 1 as a Bonus Feat.

*The Khopesh--I'm sorry, but I just don't think that (mechanically) slapping the Trip property on a longsword justifies requiring an Exotic Weapon Proficiency feat. The thing is, the AP has a fair number of Khopesh (khopeshes?) and I want to keep with the flavor of Osirion and let people use it without requiring a feat tax. So anyone who is proficient in all Martial Weapons can spend one skill rank (one time, not every level) to gain proficiency in the Khopesh.

What I'm looking for:
Character concept questions or AP questions
Character submissions
Please, no IC RPing in this thread.

When you submit your character, please type up everything into a profile (you don't need to post as that alias if you don't want to permanently create the alias). In your profile, please include a background for your character, as well as an IC RP sample. I will post as one of my aliases if you'd like a sample of how I format.

There is a lot of dungeon crawling in the first adventure, so I'll have some suggestions on how we can keep things running smoothly with that in PbP. If you have PbP experience and availability to post every day, that is certainly a point in your favor.

One last thing--this AP assumes that the PCs already know each other and have already decided to enter the lottery to explore the buildings in Wati together. So once selections are made, we may need to tweak people's backgrounds a little bit to make everything mesh. You all should be team players working together, so a brooding mute loner may not be the best choice.

Now, who wants to start the tomb raiding?


If I use juke, am I considered to be flanking the creature with myself? For example, can I use Juke to gain the benefits of Outflank with myself?

Juke feat:

When an opponent charges you, you gain a +4 dodge bonus to your AC. If the charger's attack roll misses you and his movement ends while he is adjacent to you, you can switch places with the opponent as an immediate action, and he is considered to be flanked by you until the end of your next turn. You can't use the benefits of Juke if you ready an action to set a weapon with the brace special quality against a charging foe.

Outflank feat:

Whenever you and an ally who also has this feat are flanking the same creature, your flanking bonus on attack rolls increases to +4. In addition, whenever you score a critical hit against the flanked creature, it provokes an attack of opportunity from your ally.


So I'm using a Halfling Bloodrager and I'm planning to take the Bodyguard Feat at Level 3 and try to make usage of that. I'll also probably retrain Adaptable Luck out for the regular +1 Racial to all saves at Level 4 when I get my luck bonuses from my Bloodline.

So--any suggestions on gear or other feats that could help with this? We use hero points, background skills, and I get Power Attack for free at Level 1 (as does everyone who qualifies).

Stats:

Marra

Officer: Sentinel

CG Halfling Bloodrager (Primalist/Steelblood) 2 [Worships Desna]
Age: 24 Height: 2’11” Weight: 30 lbs. Hair: Brown Eyes: Green
Languages: Common, Halfling
Favored Class: Bloodrager

Hero: 2

Speed: 30 feet (25 ft in armor)
Initiative: +3
BAB: +2
CMB: +4 [2 str + 2 BAB - 1 Size + 1 Indomitable Stance]
Armor Check: -3

HP: 20 [10 + 6 + 2 Con + 2 favored]
AC: 21 [7 Armor, 3 Dex, 1 Size] (18 FF, 14 Touch) (+1 AC vs charges)
CMD: 16 [10 + 2 Str + 3 Dex - 1 Size + 2 BAB] (+1 CMD vs trample)
Fort: +5 [3base + 1 Con + 1 resistance]
Ref: +4 [0 base + 3 Dex + 1 resistance] (+1 Ref vs trample)
Will: +0 [0 base - 1 Wis + 1 resistance] (+2 morale vs fear, +2 when raging)

Strength: 14 (+2)
Dexterity: 16 (+3)
Constitution: 12 (+1)
Intelligence: 8 (-1)
Wisdom: 8 (-1)
Charisma: 14 (+2)

Melee Bec de corbin +6 (+2 BAB, +2 str, +1 size, +1 MW) (1d8+3/x3) (reach, brace, +2 CMB to sunder medium or heavy armor)
Melee Battle axe (two hands) +5 (+2 BAB, +2 str, +1 size) (1d6+3/x3)
Melee Battle axe (one hand) +5 (+2 BAB, +2 str, +1 size) (1d6+2/x3)
Melee Cold Iron Dagger +5 (+2 BAB, +2 str, +1 size) (1d4+2/19-20/x2)
Ranged Chakram +6 (+2 BAB, +3 dex, +1 size) (1d6+2/x2)
Ranged Cold Iron Dagger +6 (+2 BAB, +3 dex, +1 size) (1d4+2/19-20/x2)

+1 attack and damage vs charging creatures

Feats: Combat Reflexes (Level 1), Power Attack (House rule)

Acrobatics +5 (2 ranks, +3 class, +3 Dex, -3 AC)(+7 total jumping)
Climb +6 (1 rank, +3 class, +2 Str)
Lore (Rebellions) +1 (2 ranks, -1 Int)
Perception +6 (2 ranks, +3 class, -1 Wis, +2 racial)
Perform (Dance) +4 (2 ranks, +2 Cha)
Stealth +9 (1 rank, +3 class, +1 trait, +3 Dex, + 4 Size, -3 AC)
Total Points: 10 (4 Bloodrager -1 Int + 2 Background x2 levels)
AC penalty is -3

Traits:

Fate’s Favored: +1 additional to all Luck bonuses

Helpful: When successful with an Aid Another action, add a +4 bonus instead of +2

Historian of the Rebellion (Campaign): +2 to an Organization check, +1 trait bonus to Stealth, Stealth is a class skill

Drawback--Overprotective (Drawback): If one of Marra’s allies falls unconscious from hit point damage, she takes a –2 penalty on attack rolls and skill checks as long as she is farther than 10 feet away from the fallen ally.

Racial Features: +2 Dex, +2 Cha, -2 (Str), Small Size, Fearless (+2 racial to saves vs fear), Adaptable Luck (replaces Halfling Luck), Fleet of Foot (replaces Slow Speed and Sure Footed), Keen Senses (+2 racial bonus to Perception), Weapon Familiarity

Adaptable Luck--3x/day (as a non-action) Marra can gain a +2 luck bonus (+3 from fate’s favored) on an ability check, attack roll, saving throw, or skill check. Before the roll it is a +2 bonus, afterward it is a +1 bonus.

Proficiencies:All simple and martial weapons, light armor, medium armor, heavy armor, and shields (except tower shields). Marra can cast bloodrager spells while wearing light armor, medium armor, or heavy armor without incurring the normal arcane spell failure chance.

Class Features: Bloodline (Destined), Blood Rage, Indomitable Stance

Destined Bloodline
Destined Strike: At 1st level, as a free action up to three times per day Marra can grant herself an insight bonus equal to 1/2 her bloodrager level (minimum 1) on one melee attack. At 12th level, she can use this ability up to five times per day.

Blood Rage: 7 rounds per day, +4 morale bonus to Str, +4 morale bonus to Con, +2 morale bonus on Will Saves, -2 AC

Indomitable Stance: +1 bonus to CMB, CMD vs overrun combat maneuvers, Reflex saves vs trample. Also, a +1 bonus to her AC against charge attacks and on attack and damage rolls against charging creatures.

Armored Swiftness (Ex): At 2nd level, a steelblood moves faster in medium and heavy armor. When wearing medium or heavy armor, a steelblood can move 5 feet faster than normal in that armor, to a maximum of her unencumbered speed.
This ability replaces uncanny dodge.

Cloak of Resistance +1, 0.5 lb.
Backpack, 2 gp ,1 lb.
Belt pouch, 1 gp, .25 lb.
MW Agile Breastplate /w Armored Kilt, 570 gp, 17.5 lbs
MW Bec de corbin, 315 gp, 6 lbs.
Darkwood Quickdraw Light Wooden Shield, 233 gp, 3 lbs.
Chakram x3, 3 gp, 1.5 lbs.
Spring-Loaded Wrist Sheath /w Cold Iron Dagger, 9 gp, 1 lb.
Battle Axe, 10 gp, 3 lbs.
4 days Wandermeal rations, 4 cp, 2 lbs.
Waterskin, 1 gp, 2 lbs.
sunrod, 2 gp, 1 lb.
tindertwig, 1 gp
Smelling Salts, 25 gp
Alchemical Grease, 5 gp, 1 lb.
Scroll of Invigorate, 25 gp

39 gp, 3 sp, 1 cp remaining

Weight Carried: 39.75 lbs. (43.5 lbs or less is light, 44.2-87 is medium, 87.75-131.25 is heavy)


Can an arcanist buy a scroll and copy that into his spellbook in PFS? The arcanist class just specifies that he can copy spells from other wizard or arcanist's spellbook.

Also, if it is allowed, do I just pay the cost of the scroll or do I have to pay extra to write it into the spellbook?


My skald has the Lesser Spirit Totem Rage Power. Can I now take the Lesser Celestial Blood Rage Power?

It says this on Page 80 of the ACG:

"A barbarian cannot select from more than one group of blood rage powers."

I know there is a Celestial Totem Rage power, so I'm wondering if this would be prohibited since Lesser Celestial Blood might be considered to be in the "Celestial Group" of Rage Powers.

I just want to make sure before I make the decision. Thanks!

1/5

Blade of the open road:

Blades of the open road are longswords specifically crafted to strike against the Aspis Consortium. A lesser blade of the open road is a +1 longsword with a Glyph of the Open Road stamped into its hilt. A blade of the open road is a +1 Aspis bane longsword. Against agents of the Aspis Consortium and creatures directly employed by the Aspis Consortium, the weapon’s enhancement bonus is 2 higher than its actual bonus, and the weapon deals an extra 2d6 points of damage. A greater blade of the open road has all of the properties of a blade of the open road and gains the ominous and heartseeker weapon special abilities against Aspis Consortium agents and the Consortium’s employees.

Any wayfinder the wielder carries grants a +2 circumstance bonus on all Survival checks, not just checks to avoid becoming lost. A blade of the open road and greater blade of the open road increase this bonus to +4 or +6, respectively. Between scenarios, the wielder can enhance a lesser blade of the open road to become a blade of the open road and later into a greater blade of the open road by paying the difference in price between the two items.

So I GMed Scions of the Sky key and applied the GM credit to a tier 1-2 character, so I had the lesser blade of the open road on my chronicle sheet, with the blade of the open road crossed off. This character is in the Exchange, so I want to eventually buy the lesser blade with the faction card discount.

If I later on, in between scenarios, upgrade the blade, does it count as buying something on a chronicle sheet for the faction card discount? I ask because the regular blade is crossed off and technically not on my chronicle sheet, but the text that says I can upgrade IS on the chronicle sheet.


So I have a Spell Warrior Skald and (post errata) he'll get to apply Rage Powers to his weapon song.

I'm thinking of Ice Linnorm Curse (rage power) and possibly giving everyone frost weapons. So if an enemy kills a little summoned creature, for example, they get hit with the ice linnorm curse and gain cold vulnerability (if they fail their save).

Ice Linnorm Curse says: The character’s melee attacks deal an additional 1 point of cold damage.

Would that stack with a frost weapon?

So I hit with a frost longsword, would it deal weapon damage plus 1d6 + 1 cold? So let's say I roll a 5, the curse bumps it to 6, and the vulnerability makes it 9 total cold damage? Is this right? Or do they not stack, or work separately against the vulnerability?

So 5 becomes 7, 1 stays at 1, so 8 cold damage?

Thanks!


If a creature with fast healing is hurt on the surprise round before its turn, does its fast healing work during the surprise round, or only during its full turn on Round 1?

Thanks in advance!


I've asked this question and have been receiving various responses, so I figured I'd pose it here in the rules forum.

At 1st level, the spell warrior can grant a +1 enhancement bonus to the weapons (including ammunition) of allies within 60 feet.

So, does it affect improvised weapons?


Gamer Please read the announcements!

Hey everybody, so the game should be starting very soon. Half of the players are at the very end of a game--when that game is done, we'll start here (after everyone makes their purchases and whatnot). This is why I wanted to post the first gameplay post, so you can see what the game is about and prepare accordingly.

So, I'm going to Gencon at the end of July. Because of that, I'd like to finish this game no later than Wednesday, July 29th. I will push the pace and expect the same from you guys. If something is coming up where you can't post for whatever reason, please let me know what instructions you have and we'll bot you. If anyone is not ok with this, please let me know before we start.

When you get a chance, please post here with the following information:

-Player name
-PFS#
-Faction
-Day job

You can also use this discussion thread to talk about any OOC things.


Gamer Please read the announcements!

Venture-Captain Ambrus Valsin calls you to meet with him in the Grand Lodge in Absalom...

Ah, Falroun, these are the agents I was telling you about, Ambrus Valsin says. Pathfinders, welcome! May I introduce Count Falroun Matsanda of Alkenstar. He gestures across his desk to a tall Garundi man with short black hair and goldrimmed spectacles.

Valsin’s guest stands and offers his hand in greeting as he speaks. It is a true pleasure to meet you. I have purchased several antiquities from your Society in the past, and I have always wondered about the people who acquire such treasures. I must say, you do not disappoint!

Valsin smiles at the compliment before continuing, Agents, your next mission will take you to the island of Jalmeray. We’ve received reports that the ruins of a previously unknown temple have been found in a part of the Segang Jungle known as the Urapangi Lowlands. From its location, I think this temple could be one of those abandoned by the legendary Maharaja Khiben- Sald when he left Jalmeray over four thousand years ago. A temple untouched since Khiben-Sald’s time would be a major find for the Society. Of course, getting to Jalmeray on such short notice poses some difficulties.

I believe that’s where I come in, the count interjects. I’m arranging a hunting expedition to Jalmeray for myself and my new father-in-law, Baron Bomande Rudyahm. Bomande was quite the sportsman in his day. However, some years ago he was wounded during a tiger hunt in the Segang Jungle. He’s been grumbling about getting revenge on the beast for so long that I thought taking him on a trip back to Segang might earn me some credit with the old man.

Ambrus Valsin continues: Falroun has graciously offered to provide transport to and from Jalmeray and to outfit us with everything we need for our journey into the jungle. In exchange, you’re going to help his father-in-law, the baron, with this tiger hunt and make sure he gets the better of the beast this time around, as it were. You’ll have time to discuss the details of the hunt during your voyage to Jalmeray.

A voyage for which I must make some final arrangements,adds Falroun, I’m afraid I must depart. Once again, it is a pleasure to meet you. I look forward to our journey together. With a nod, he exits the room.

As the count’s footsteps recede down the hall, Ambrus Valsin’s smile fades from his face. Ordinarily, the Society would cover the costs of an expedition like this. However, our resources are stretched thin at the moment thanks to our campaigns in Varisia and the Worldwound. Until such time as those ventures pay off, we’re going to have to rely on people like Count Matsanda to cover some of our operating expenses. I’m trusting you with the Society’s reputation on this mission. Fulfill our end of this bargain by helping the baron bag his tiger, and try to make nice with at least one of these nobles. Now, unless you have any questions about this temple, go get your affairs in order. Your ship sails in the morning.


Gamer Please read the announcements!

When you get a chance, please post here with the following information:

-Player name
-PFS#
-Faction
-Day job

You can also use this discussion thread to talk about any OOC things.


Gamer Please read the announcements!

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

Welcome! Welcome, my students! Please, have a seat! With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix, he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist.

Shaine continues, saying, Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.

Janira speaks up in an enthusiastic and cheerful voice, Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.

Master Shaine hops to his feet. Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well. With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.


I know there are tons of threads on this similar thing over the years, but I want to be sure this is allowed as it's for a PFS character.

The character is a Skald with the Flagbearer and Catch off Guard feats. He has a buckler in one hand and a flag in the other and he beats people with the flag as an improvised weapon.

So, let's say buckler left hand, flag right hand. Is it a free action to switch hands? So can I put the flag in the buckler hand (left hand), cast a spell with somatic components using my (now empty) right hand, then switch the flag back to my right hand all in one turn?

I need to hold the flag to grant the flagbearer bonus, and if I use the buckler hand to cast I lose the AC bonus for a round.

So, is this PFS legal?

Thanks!


Gamer Please read the announcements!

When you get a chance, please post here with the following information:

-Player name
-PFS#
-Faction
-Day job

You can also use this discussion thread to talk about any OOC things.


Gamer Please read the announcements!

reserved first post


This is a recruitment thread for the Slave Ships of Absalom, PFS regular (non-core).

First 5 posters with a legal PFS avatar and build are in (one player already in).

We should start in the next couple of days once we have enough players.


So it seems this will work because it's not targeting a specific number of creatures. The question I have, is if the swarm fails its saving throw--what HD number do I use? The swarm itself has 3 HD, but the individual creatures in the swarm are less than that.

How would Color spray affect a 3 HD snake swarm?


Gamer Please read the announcements!

When you get a chance, please post here with the following information:

-Player name
-PFS#
-Faction
-Day job

You can also use this discussion thread to talk about any OOC things.


Gamer Please read the announcements!

The invitation delivered last night was remarkably simple, especially given the importance of the occasion: Start where it all began. Meet us at the Pig’s Paunch one hour before dawn.

The Pig’s Paunch is a run-down building with a faded sign of a large pig standing on its hind legs, arms folded above a corpulent belly. Inside, the air is thick with the scents of human sweat, stale tobacco, and leftover food. In the center of the room, surrounded by inebriates sleeping off their revelries, a familiar elven man stands high upon top of a large round table.

Welcome! Welcome, my students! Please, have a seat! With that, Kreighton Shaine, the Pathfinder Society’s Master of Scrolls, nimbly drops down to sit cross-legged on the table before looking about the tavern with a sense of reverent wonder. Can you believe it? It all started here years ago—well, over four hundred of them at least. Under this very roof the Pathfinder Society was born.

But today! Today you will begin your Confirmation! Master Farabellus, Master Zey, and I all agree you each have shown your worth and dedication to the Society, so there’s no better time to see if you can handle becoming full field operatives. Allow me to introduce you to Janira Gavix, he says as he motions for an excitable halfling woman to approach. She wears a large backpack and carries all manner of tools, pouches, and scroll cases around her waist.

Shaine continues, saying, Janira here will be going with you on your Confirmation. She was one of my brightest pupils and will no doubt be an invaluable resource on your journey, for she discovered the caves you are about to explore during her own Confirmation.

Janira speaks up in an enthusiastic and cheerful voice, Greetings, aspiring Pathfinders! Six months ago, while I was mapping cave entrances in the foothills of the Kortos Mounts, I witnessed a lone gillman entering a concealed cave. I thought little of it at the time, but I saw another one enter the cave again a month later as my Confirmation stretched on. A few days later, after I completed my assigned task, I entered the cave system, but was unable to find the gillmen.

Master Shaine hops to his feet. Initiates, for your Confirmation, you will travel to these caves to explore and document its many passages. Additionally, and most importantly, you are to learn what the gillmen are up to in there. Oh, and you need to come back alive as well. With these parting words, the Master of Scrolls jumps off the table and strolls out of the building while humming to himself.


This is a recruitment thread for The Confirmation.

I have some GMing experience, but this will be my first attempt at PbP GMing. I'm open to friendly criticism/ suggestions at the conclusion of this game and am looking forward to running this game!

First 6 posters with a legal PFS avatar and build are in.

We should start in the next couple of days once we have enough players.


Since pummeling style resolves as one attack, can you cast true strike the round before and apply the bonus to all of the attacks in pummeling style round 2? I assume not, but I figured I would ask.


Could I use Canny Tumble and Spring Attack (and Confounding Tumble Deed) together? The problem is that Spring Attack says it doesn't provoke AoO and Canny Tumble says "when you use acrobatics to move without provoking".

Can I use acrobatics to activate canny tumble as part of a spring attack and, even if I roll a 2, still do it because Spring Attack doesn't provoke regardless?

Canny Tumble:
Canny Tumble (Combat)
Your acrobatic prowess distracts your foes.
Prerequisites: Dodge, Mobility, Acrobatics 5 ranks.
Benefit: When you use Acrobatics to move through an
opponent’s threatened area or space without provoking
an attack of opportunity from that opponent, you gain
a +2 circumstance bonus on your next melee attack roll
against that opponent, as long as you make that attack
before the start of your next turn.

Confounding Tumble Deed:
Confounding Tumble Deed (Panache)
You can befuddle a foe by striking a blow after tumbling.
Prerequisites: Amateur Swashbuckler† feat or panache†
class feature, Canny Tumble†, Acrobatics 7 ranks.
Benefit: When you use Acrobatics to move through an
opponent’s threatened area or space without provoking
an attack of opportunity from that opponent and then hit
that foe with a melee attack in the same round, as a free
action you can spend 1 panache point to deny that foe its
Dexterity bonus to its armor class until the end of your
next turn.

Spring Attack:
Spring Attack (Combat)

As a full-round action, you can move up to your speed and make a single melee attack without provoking any attacks of opportunity from the target of your attack. You can move both before and after the attack, but you must move at least 10 feet before the attack and the total distance that you move cannot be greater than your speed. You cannot use this ability to attack a foe that is adjacent to you at the start of your turn.


Any suggestions on a summoning/buffing evil cleric/diabolist?

He worships Asmodeus--domain is Divine (magic) for the Divine Vessel ability and his feats are Lingering Performance and Improved Initiative.

I want to go into summoning devils and buffing them and the rest of the party (and get the sweet imp companion from Diabolist).

The game is set in Pre-Asmodeus Cheliax.

"Asmodeus fashioned the prison that holds Rovagug at bay. All you hold dear only remains because Asmodeus has seen fit to keep you safe. Think on this when you pray to Aroden to protect you."


In my order history it says package 690382 shipped on 8/7, but when I track it via UPS it says they haven't yet received it. Should I be concerned, or has it actually not shipped yet?

Thanks!

1/5

According to the PFS Guide for Organized play:

You may always purchase the following items or equipment so long as you’re in an appropriately sized settlement (see above).

• All basic armor, gear, items, and weapons from Chapter 6 of the Core Rulebook, including Small and Large-sized items. This does not include equipment made from dragonhide, but it does include equipment made from
the other special materials, such as alchemical silver and cold iron

So, it seems that Adamantine weapons are "always available". Am I right about this? It looks cut and dry, but I feel like this shouldn't be allowed for some reason.

I have a 1st level character now, but I've GMed Skull and Shackles as an ongoing campaign and am considering applying that credit towards this character (a bloodrager). If I do this, at level 3 I'll be able to buy an Adamantine Bec de Corbin. Does anyone make sundering builds in PFS? At Level 5 I'd have Combat Reflexes, Power Attack, and Arcane Strike.

Thoughts?


Suppose I take the Arcane Training Racial Trait with a Half Elf Bloodrager (and choose Bloodrager as my favored class)

Arcane Training:
Half-elves with this racial trait have only one favored class, and it must be an arcane spellcasting class. They can use spell trigger and spell completion items for their favored class as if one level higher (or as a 1st-level character if they have no levels in that class). This racial trait replaces the multitalented racial trait.

It wouldn't affect wands, but would it affect scrolls? If I'm a level 1 Bloodrager and I count as Level 2, do I have a caster level? Bloodragers don't gain access to spells at Level 4, so does this mean they don't have a CL until then?

Secondly, assuming they don't get a CL until Level 4,can they still make CL checks to activate scrolls? If I want to cast a scroll of Shield CL 1, can I make a CL check to activate it even though my caster level is 0?

Thirdly, when I am a Level 3 Bloodrager with Arcane Training, so I now count as Level 4, can I activate scrolls on my spell list (assuming they have CL 4 or lower) without having to roll?


1 person marked this as a favorite.

stats:
Zarskia Galembar
Female Human Investigator 11
LE Medium Humanoid (Human)
Init +3 (+3 Dex); Senses Perception +16
DEFENSE
AC 22, touch 13, flat-footed 19 (+5 armor, +4 shield, +3 Dex) (+3 additional vs traps)
hp 90 (11d8 + 37)
Fort +8 (3 base, +1 Con, +2 resistance, +2 morale)
Ref +14 (7 base, + 3 Dex, +2 resistance, +2 morale) (+3 additional vs traps)
Will +13 (7 base, +2 Wis, + 2 resistance, +2 morale)
DR 10/adamantine; Immune poison [/b]
OFFENSE
Spd 30 ft
Melee mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Ranged mwk dagger +13/+8 (1d4/19-20 plus poison) and mwk dagger +13/+8 (1d4/19-20 plus poison)
Space 5 ft.; Reach 5 ft.
STATISTICS
Str 10 (0)
Dex 17 (+3)
Con 12 (+2)
Int 17 (+3)
Wis 14 (+3)
Cha 8 (-1)
Base Atk +8
CMB +8 (+8 BAB, +0 Str)
CMD 21 (10 +8 BAB, +3 Dex, +0 Str)
Feats
Extra Talent (Empathy), Extra Talent (Poison Conversion), Improved Two-Weapon Fighting, Quick Draw, Two-Weapon Fighting, Weapon Finesse, Weapon Focus (Dagger)
Skills
Acrobatics +17 (11 ranks, +3 class, +3 Dex) (ranks from Headband of Intellect)
*Bluff +13 (11 ranks, +3 class, -1 Cha)(can roll inspiration twice and take higher when passing secret messages)
Craft (Alchemy) +17 (11 ranks, +3 class, +3 Int) (+11 additional competence when creating alchemical item)
Craft (Traps) +17 (11 ranks, +3 class, +3 Int)
*Disable Device +19 (6 ranks, +3 class, +3 Dex, +2 masterwork tools, +5 trapfinding)
*Disguise +3 (1 rank, +3 class, -1 Cha)
Fly +8 (5 ranks, +3 Dex)
Heal +7 (2 ranks, +3 class, +2 Wis)
*Intimidate -1 (0 ranks, -1 Cha)
*Knowledge (Arcana) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Local) +12 (6 ranks, +3 class, +3 Int)
*Knowledge (Nature) +11 (5 ranks, +3 class, +3 Int)
*Linguistics +8 (2 ranks, +3 class, +3 Int) (can roll inspiration twice and take higher when making forgeries)
Perception +16 (11 ranks, +3 class, +2 Wis)(+5 additional to locate traps)
Sense Motive +16 (11 ranks, +3 class, +2 Wis)
*Sleight of Hand +12 (6 ranks, +3 class, +3 Dex)
*Spellcraft +11 (5 ranks, +3 class, +3 Int)
*=can use Inspiration on these skills without expending a point of Inspiration
Total Points: 110 (10 Investigator x11 levels)
Languages Abyssal, Aklo, Common, Infernal, Osiriani, Polyglot (2 base, +2 Int (w/o headband), +2 linguistics)
Combat Gear
Giant wasp poison (2), purple worm poison (changed to contact) (2), shadow essence (contact) (2), Deathblade (contact), Nightmare Vapor (contact)
Other Gear
+1 Mithral Chain Shirt
Blinkback Belt
Masterwork Daggers (6) (4 in blinkback belt)
Cloak of Resistance +2
Headband of Vast Intelligence +2 (Acrobatics)
Masterwork thieve’s tools
Tindertwigs (3)
Potion of Heroism
Potion of Invisibility
Keys to all locks in the apothecary
Formula book
Diamond dust worth 500 gp

Formulas known
All prepared extracts, plus Alter Self, Barkskin, Crafter’s Fortune, Discern Lies, Greater Invisibility, Invisibility, Keen Senses, Perceive Clues, Spider Climb, Undetectable Alignment, and Water Breathing

Extracts Prepared--Concentration checks +14

DC: 14 1st—Anticipate Peril, Cure Light Wounds, Disguise Self, Expeditious Retreat, Longshot, Shield

DC: 15 2nd—Alchemical Allocation, Bear’s Endurance, Cat’s Grace, False Life, See Invisibility

DC: 16 3rd—Cure Serious Wounds, Displacement, Fly, Haste, Protection from Energy

DC: 17 4th—Dragon’s Breath (Green), Stoneskin

SPECIAL ABILITIES
Bonus Feat Gain a bonus feat at Level 1 (human)
Skilled Gain +1 skill point per level (human)
Alchemy (Ex) +11 bonus to craft alchemical items, can prepare extracts
Inspiration (Ex)Can add 1d8 to an ability check (free action), skill check (free action), attack roll (free action), or saving throw (immediate action) after the roll is made by expending one point. 8 points per day
Trapfinding +5 Bonus to locate traps and to Disable Device
Poison Lore Can examine and neutralize poisons
Poison Immunity (Ex)
Investigator Talents Poison Conversion (as Rogue Talent), Empathy (with Sense motive rolls 2d20s and twice for inspiration, takes higher of both; once per day can spend inspiration to use Detect Thoughts WS DC 18 on single target), Sticky Poison (poison lasts for 3 strikes), Underworld Inspiration, Amazing Inspiration (d8 instead of d6 for inspiration), combat inspiration (only costs one usage for attacks and saves), Hidden Agendas (roll inspiration twice and take higher for Bluff to pass secret message or Linguistics to create forgeries, can use inspiration without expending a usage on saves vs divination spells/effects)
Keen Recollection Can make all Knowledge checks untrained
Trap Sense +3
Studied Combat Standard action to study an opponent, gain +5 insight to melee attack rolls for one round.
Studied Strike +4d6 Add precision damage vs studied target (and cancel the studied effect)
Swift Alchemy Create items quickly.
Proficiencies Simple weapons, hand crossbow, rapier, sap, shortbow, shortsword, sword cane, light armor.

I didn’t want the PCs to have to face bomber alchemists in two consecutive adventures, so I thought it would be cool to change Zarskia to a poison-specializing investigator. I focused on her information gathering/deceptive role as the leader of the spy ring, so I’m playing it that she will know a great deal about the relatively-famous PCs when they come to attack her.

Note) I changed the terinav root on the Toxic Door Handle to Burnt Othur Fumes (changed to contact poison via poison conversion). I also changed the guards’ swords just to masterwork and gave them each a tanglefoot bag. Combining this with the slight gear changes (blinkback belt is most notable) /poison differences results in a little less treasure (assuming Zarskia crafts the poison), but my PCs are overtreasured so I don’t mind. I also assumed that there will be a feat called Extra Talent that allows Investigators to get an extra talent. Finally, I allowed Zarskia to take the Sticky Poison Rogue Talent even though it wasn’t one of the listed ones, as I feel it fits.

Before Combat) Zarskia drinks an extract of falselife every day and stoneskin and haste (from a potion using alchemical allocation) as soon as she is aware of visitors or trouble at the apothecary.

If the PCs come in with a password and try to get the drop on her instead of coming in guns blazing, Zarskia has time to prepare. She has her guards offer food and drink (poisoned with Black Lotus Extract changed to ingested) as well as Elven Absinthe (Hey, I think my Drunken Master PC might just do it and if he lowers his Con in the process, so be it. Muu hu ha ha ha). They will take their time to fetch the items to give Zarskia more time to prepare. While the PCs are waiting, she applies her Giant Wasp Poison doses to two guards’ swords (lasts for 3 strikes due to Sticky Poison). She also poisons all of her daggers (4 in the Blinkback Belt get Deathblade, Nightmare Vapor, Purple Worm, Purple Worm), and her two others get Shadow Essence. She drinks extracts of Fly, Protection From Energy (Fire), Expeditious Retreat, Bear’s Endurance, Cat’s Grace, Longshot, Shield, Anticipate Peril (none of these are included in her stats). This takes less than a minute and a half and hopefully won’t make the PCs too suspicious.

During Combat) Zarskia will talk for awhile to try to let any ingested poison take effect, while trying to learn what the PCs know. At some point she tries to sleight of hand draw the deathblade dagger and throw it at the party’s most powerful caster. Once combat begins she will continue throwing daggers, retreating as necessary. Any guards with her will use tanglefoot bags on heavily-armored foes first, then try to use their poisoned blades to further hurt their opponents’ defenses. If she isn’t slowing them down, Zarskia will drink her potion of invisibility and flee farther into the building, trying to lure them through her traps and her pet’s lair. Her last desperate move is to use her extract of Dragon’s Breath to finish off weakened PCs. Zarskia values her own life far more than anything and will try to flee, but if captured she will do whatever she can to save her own life.

1/5

So, I have actually never played PFS before, but I have been thinking about it for a while. I just read through the Skull and Shackles information regarding applying it to PFS, and it said this:

"Alternatively, if you are participating in the Skull
& Shackles Adventure Path with an ongoing group
undertaking the entire, six-chapter campaign, you may
receive credit for playing the sanctioned portions of the
adventure as if you had played a pregenerated character.
In this case, GMs running the Adventure Path are not
bound to the rules of the Pathfinder Society Organized
Play campaign (such as 20-point buy, unavailability of
hero points, etc.) when running the campaign or the
sanctioned portion of the adventure. Pathfinder Society
characters and characters from an ongoing Adventure
Path campaign may not play in the same adventure."

I'm GMing S&S. Does this mean that when my group and I complete the AP, we can apply credit towards a PFS character? Do I have to have a PFS completed first? And how do I go about doing that? Do I have to submit it somehow?


I'm looking at the Canopy Creeper's stats in Skull and Shackles. It has for a ranged attack 4 tendrils that have grab, pull, and an ability called feed.

I know that when you are grappling someone, you need (barring certain feats) to spend a standard action to maintain the grapple or you release it. But this creature has 4 tendrils with grab. Can it only maintain the grapple on one creature per round? This seems a bit silly, flavor-wise. It grabs 4 creatures but then just drops 3 to focus on one of them?

Alternatively, what if the creeper just uses the vine to grapple (taking the -20 penalty) and doesn't gain the grappled condition itself. Does this matter at all? Would it then be able to maintain the grapple on more than one person?

And if it is not allowed, what about the "pull" ability that says you can make a CMB check as a free action. Suppose the creeper hits four people with its tendrils and grabs them on round 1. On round 2, instead of maintaining the grapple with a standard, could it full attack again using pull on all of them?

I'm a bit unclear on how this would work.

Thanks!


Suppose Gobbo McGee is grappling Fighter McFight. If Fighter McFight successfully breaks the grapple, does that trigger Gobbo's Ankle Biter Feat? Here's the relevant text:

"If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD)."

Ankle Biter:
If you are the target of a combat maneuver you can, as an immediate action, attempt to bite your opponent in addition to any attacks of opportunity or other consequences your opponent might incur from attacking you. This bonus natural attack does not provoke an attack of opportunity itself and deals base damage appropriate for a creature of your current size (usually 1d4 for Small creatures). If grappled or pinned, you can continue to make this additional bite attack each round as swift action on your turn. You gain a bonus on any attempt to break the grapple equal to the damage you dealt with your bite that round.

The bolded text makes me think no. Thanks!


So, from looking at various threads, it seems that the +1 armor bonus from an armored kilt is added to the armor bonus of whatever armor the kilt is added to.

For example: Breastplate = +6 armor

Breastplate + armored kilt = +7 armor, and now it's heavy armor

Where is this stated? I don't see it in the description of the armored kilt itself, but I'd like to use this with one of my characters and am looking for some support of this in the rules.

Thanks!


So, monstrous physique I says: If the form you assume has any of the following abilities, you gain the listed ability: climb 30 feet, fly 30 feet (average maneuverability), swim 30 feet, darkvision 60 feet, low-light vision, and scent. If the form you assume has the aquatic subtype, you gain the aquatic and amphibious subtypes.

My question is: if I assume the form of a gargoyle, for example, does that count? The gargoyle has 60 ft (average) flight speed. If I switch to a gargoyle, do I get 30 ft (average), or do I get nothing since a gargoyle doesn't have 30 ft (average) flight, but 60ft? I assume the former, but figure I'd ask. Additionally, an Ala has 30 ft (perfect) flight speed. Could I change into that and get the 30ft (average) speed instead?

Also, since Monstrous Physique is a polymorph effect, do I gain all of the natural attacks of that form? I believe so, but I'm thrown off because Undead Anatomy grants a claw/claw/bite specifically in the text of the spell.

Thanks!


If I fight defensively and/or use combat expertise on my turn, do the penalties to attack apply to my AoOs that I take before my next turn? I know the dodge bonuses last until my next turn.

Thanks


Not sure if this belongs in the rules forum so if not I apologize.

What would be an appropriate cost to an item that improves performance combat checks? I'm thinking about something that is an armor enhancement, for example (whether it's just a flat gp amount or a +1 bonus or whatever).

As far as I've seen, nothing like this exists. I have a circlet of persuasion, but I want something that stacks with it (it's a competence bonus).

Thanks.


I know that when I have held charges from a touch spell that casting another spell erases all of my charges.

What about with scrolls?

Example: I have 2 charges remaining of Frostbite. I cast True Strike as a spell the frostbite goes away. If I instead cast it from a scroll do the charges go away as well?

Thanks


Suppose I'm fighting someone who is on a flying mount. If I trip them, do they fall off the mount (I've seen similar threads but no definitive answer)?

I was thinking specifically of using a bolas to do a ranged trip attempt to knock someone off their mount.

Alternatively, could you throw a net at someone and yank them off their mount? It says:

When you throw a net, you make a ranged touch attack against your target. A net's maximum range is 10 feet. If you hit, the target is entangled. An entangled creature takes a –2 penalty on attack rolls and a –4 penalty on Dexterity, can move at only half speed, and cannot charge or run. If you control the trailing rope by succeeding on an opposed Strength check while holding it, the entangled creature can move only within the limits that the rope allows.

Re: the bolded section--can I throw a net at the rider, entangle them, and then move far enough away from the mount such that the rider gets pulled off (since they must remain within the net and the length limit of the rope)?

Thanks


If I am invisible and cast shocking grasp, does that break invisibility, or is it the attack granted from the spell that breaks invisibility?

For example, can I cast shocking grasp, hold the charge and remain invisible, move up to an enemy, and attack with the spell while receiving the benefits of being an invisible attacker?

Thanks


So, infiltrator has the following replacement ability:

Guileful Lore:
Guileful Lore (Ex)

At 1st level, the infiltrator’s will is bent toward subterfuge and deception. She adds her Wisdom modifier on Bluff and Diplomacy skill checks in addition to the normal ability score modifiers.

This ability replaces monster lore.

Notice how it specifies "at first level". As far as I can tell, most archetypes list the level at which you receive the replacement ability. Now look at these abilities, also for the infiltrator:

Forbidden Lore:
Forbidden Lore (Ex)

While other inquisitors learned to track unbelievers, an infiltrator learns how to cast their spells. An infiltrator can cast spells of an alignment opposed to her or her deity (ignoring the restriction in the Chaotic, Evil, Good, and Lawful Spells class ability).

This ability replaces track.

Necessary Lies:
Necessary Lies (Su)

An infiltrator adds her class level on saving throws against abilities that detect lies or reveal or force the truth, such as detect lies and zone of truth.

This power replaces discern lies.

Since no level is specified, do I get both of these powers at first level? Or do I get them at the level in which I would normally get the powers that are being replaced?

1 to 50 of 70 << first < prev | 1 | 2 | next > last >>