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***** Venture-Captain, Oregon—Portland 127 posts. No reviews. No lists. 1 wishlist. 44 Organized Play characters. 1 alias.


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Scarab Sages

Yes! We’re still alive and well, playing at Rainy Day Games and also Gongaii Games. We primarily organize games through Warhorn . Our Discord channel is also listed there too.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

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"This is my familiar," holds up stuffed animal, "and his name is Ted E. Bear."

(E for Esquire, obviously)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I think it was an oversight. The normal Wight does more damage with his claws too, so my assumption was that's the trade off between the two versions.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Huh, just realized using this feat and being an expert in Medicine means you're healing 2d8+24 on a success, all as early as 3rd level. That's pretty sweet!

EDIT: Correction, that would be 4d8+15 on a success. Forgot Nefreet was using the average for his +9, lol.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Nefreet wrote:

You can only follow one deity.

That isn't fluff, anymore than being an elf is.

Per the Guide to OP:

Quote:
Some characters may revere deities they do not worship. Revering a deity means that your character may do things like wearing the deity’s holy symbol, attending the deity’s religious services, or performing other acts of obeisance that aren’t rewarded with spells or divine powers. For example, many druids revere Gozreh a deity of nature, but their primal magic is granted by Nature itself and does not come from Gozreh. A character may revere as many deities as they wish, but can worship and receive power from only one.

If I revere the Laws of Mortals, and practice them, is that enough to qualify for Mortal Healing?

Granted, the Laws aren't a deity, so an argument could be made that a follower of the Laws isn't a worshiper, thus not a lay worshiper and not bound to the CRB rules of anathema.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

BigNorseWolf wrote:
Nefreet wrote:
At its root, this debate boils down to another version of "I hate how healing is handled in Pathfinder 2 and I want to restrict it as much as possible".
More like "what does it mean to be a follower of deity"

Agreed.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

What's to stop someone saying they are a follower simply for purposes of the prerequisite? Mechanically there's nothing, as Nefreet has pointed out above, just like a player could play a dwarf from Kyonin to gain access to elven racial abilities. Just a matter of a feat in the latter case, and a line on a character sheet in the former case.

I think the basic argument is whether there should be something more mechanical to the idea of being a lay worshiper to qualify for feats. I believe people get hung up on Mortal Healing because there aren't many feats like it currently.

I'm kinda tempted to create a character that's a fallen Rahadoumi follower of the Laws, who finds religion after joining the Society. Trained in godless healing and mortal healing as a devout follower, because there's nothing magical about it, but turns to divine healing after seeing the suffering in the world. Alchemist with cleric dedication maybe?

EDIT: Hmm, don't think that will work. The rules aren't exactly clear on this according to my search, but the implication is that it wouldn't work, not with the cleric dedication in PFS anyways.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Nefreet, it seems like you're arguing that, for a lay worshiper taking this feat, the prerequisite of being a follower of the Laws of Mortality is just fluff? Since anathema mechanically doesn't apply to lay worshipers?

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I believe there is a misprint in the stats for the elite Boggard Swampseer in Tier 5-6. It looks like the destructive croak language was copy and pasted from the regular Swampseer without adjusting the DC by +2. Since all other stats were adjusted as per the elite adjustments I feel comfortable raising the DC for this ability by +2 when I run this. Just wanted to let others know.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Thod wrote:

I forgot one serious issue:

Helping Vurna to overcome the disease. The game mentioned taking care for her (8 hours) - but that only gives a bonus to the check (as does alchemical help).

But there isn't a fortitude save value that I could find. Please let me know if you spotted one or if I misinterpret the rules here.

“Scenario” wrote:
Vurna must be Stage 2 or better (or cured) before Yuleg and Vurna will agree to travel with the PCs. Otherwise, the two remain in the city. A PC can spend 8 hours attempt a Medicine check to Treat Disease to help Vurna get better by helping her reduce the stage of her filth fever. If a PC succeeds at the Medicine check, they help her enough that she succeeds on her saving throw.

I almost missed it too, Thod.

Scarab Sages

Why all the hate for dwarves with the resonance system? Unless you put ability boosts in Charisma, your 1st level character starts out with 0 resonance points. This means dwarves make average clerics at best, horrible at worst. This is contradictory to advice given in the CRB that dwarves make for good clerics.
As someone said before, this just means everyone will put points in Charisma, meaning every single character will end up more charismatic than the average person. So much for cantankerous PCs.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I'd love to know the answer to this as well.

Scarab Sages

Keith Richmond wrote:

Elcoderdude's post is correct, as far as I know.

1) You must choose the number of cards first.
2) You heal 2N(+X) cards _total_, not each.
3) Bog Medic recharged cards aren't discarded, so don't contribute to that healing (but you can save/thin your deck nicely this way)

Thank the gods for that "may recharge" part in the Bog Medic's power, otherwise you could theoretically get to a point where you have nothing but cards with the Divine trait in your deck and thus not be able to actually discard to heal anyone.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Also, Illaton's stone curse ability Save DC should be 21 and not 19, since the DC is Strength-based and Illaton's Strength score is 24 vs. a base Shaitan's 20. Does make for a great tactic to get rid of pesky casters or healers. Even works well to take tanky-types out for a round, allowing Illaton to get to the back row, as it's a full-round Fort. Save action to free oneself from a wall to get back into combat.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Congrats to all the new 5- Stars!

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

My condolences to his family and those who knew him well.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Hey all! We have been graciously invited to this year's KumoriCon for the first time ever! While primarily an AnimeCon, there will be plenty of opportunities for PFS as well as the Adventure Card Guild play.
Since this is our first year participating with this convention we will primarily be running slots of the quest lines, the ACG demos, and ACG Seasons 1-3.

For more information on the convention, look here.

Hope to see you there!

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I noticed Blood of Shadows was updated to correct the now illegal feat Drow Spirit, but does not contain the corrections John Compton mentioned in a posting here:

John Compton said wrote:

This was an oversight I made while attempting to clean up how the Additional Resources entry read, and it is not intended to signal a relaxing of drow options. There are, however, some very fun drow options that the campaign has not yet incorporated, and you can bet I'm watching for the right opportunity for the Society to clash with drow, recover some of those strange techniques and technology, and include it on a Chronicle sheet.

The revised language should read, "All of the alternate racial traits on pages 4–6 and 10 are legal for play except dimdweller, shadowhunter, and blended view. Behind the veil is not available to halflings." This is flagged to be fixed in the next Additional Resources release.

Was this done on purpose, since as it stands now with the update Half-Drow characters are legal for play which has been illegal for quite awhile now outside of this book. If now is the time John was wanting to introduce the options, cool, but I have a few players who have characters this will affect.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

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I'm thinking of an Oread transmuter hell-bent on flying and in love with all things air-related.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Hey Can we get this corrected on the Additional Resorces with John's clarification? Had some players surprise me with half-drow characters based on the mistake John mentioned. Pointed them to this thread, but having the Additional Resources fixed would make sure others don't make the same mistake.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Anyone else notice that while Seltyiel's "alignment" was neutralized his backstory wasn't? Just pointing out that some players might play him as his backstory dictates rather than his 'official' PFS alignment. I was honestly expecting a different Magus pregen iconic for Society play.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Remember that for an Ioun Torch you need to have the minimum fame required to purchase, which according to the GtOP is 5 fame to purchase items costing 500 gold or less. Ioun Torch isn't listed on the "Always Available" list in the guide.

Scarab Sages

Tiefling so also gain the "See in Darkness" ability by taking the Fiend Sight feat twice.

Scarab Sages

Have you had any thoughts on putting bar codes or PIN numbers on the Iconic Heroes' special cards in the future allowing the cards to be of use in-game digitally? I know there are many apps that do something similar and might also increase sales of miniatures to those who otherwise wouldn't even buy them, possibly even getting more people interested in the rest of the PFRPG line that Paizo has.
I'm not talking about adding anything to previous releases either, just future ones. Just wondering (hoping).

Scarab Sages

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From my two $100 Grab Bag sets:

spoiler:

Pathfinder
Razor Coast: Call of the Frog God
Razor Coast: Heart of the Razor
Rappan Athuk: Pregenerated Characters
Rappan Athuk: Level 7B
Rappan Athuk: Cyclopean Deeps, Part 2
Rappan Athuk: Bestiary
Saturday Night Special: The Mires of Morning
Saturday Night Special: Ice Tower of the Salka
Saturday Night Special: Castle Baldemar's Dungeon
One Night Stands: Scorned
Hex Crawl Chronicles: The Golden Meadows(x2)
Hex Crawl Chronicles: The Troll Hills
Hex Crawl Chronicles: The Pirate Coast

d20 System
Maze of Zayene: Tower Chaos
Elemental Moon(x2)
Shades of Gray
The Six Spheres of Zaihhess
FGG Kickstarter Reward Reaper Miniature of Orcus

Swords and Wizardry
One Night Stands: Curse of Shadowhold
MCMLXXV
Razor Coast
Razor Coast: Heart of the Razor
Razor Coast: Freebooter's Guide to the Razor Coast
Tome of Horrors 4(x2)
GM Screen
Grimmsgate

System Neutral
Rappan Athuk: Player's Guide
Razor Coast: Map Folio
Swords and Wizardry: Coloring Album
The Slumbering Tsar Saga: Coloring Album

I also ordered the $135 Out of Print Grab Bag, so that might have gotten mixed into the last list. I am still waiting on one more package from my order as well, and I'm not sure which is which yet, lol. I'm very happy so far to not get too many copies, though I ordered one $100 grab bag last year that is still packed away from a recent move that I haven't gone through and compared yet.

Scarab Sages

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Still here and proud of it! :-P

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

FLite wrote:
Gornil wrote:


My opinion, biased as it may be, is that they are ok, as the "Oath" archetypes merely add to the Paladin's spell list, but don't actually change the base Paladin Spell list. WotHL just removes the spellcasting abilities, extra spells and all.

The FAQ disagrees with you

Quote:

Archetype Stacking and Altering: What exactly counts as altering a class feature for the purpose of stacking archetypes?

In general, if a class feature grants multiple subfeatures, it’s OK to take two archetypes that only change two separate subfeatures. This includes two bard archetypes that alter or replace different bardic performances (even though bardic performance is technically a single class feature) or two fighter archetypes that replace the weapon training gained at different levels (sometimes referred to as “weapon training I, II, III, or IV”) even though those all fall under the class feature weapon training. However, if something alters the way the parent class feature works, such as a mime archetype that makes all bardic performances completely silent, with only visual components instead of auditory, you can’t take that archetype with an archetype that alters or replaces any of the sub-features. This even applies for something as small as adding 1 extra round of bardic performance each day, adding an additional bonus feat to the list of bonus feats you can select, or adding an additional class skill to the class. As always, individual GMs should feel free to houserule to allow small overlaps on a case by case basis, but the underlying rule exists due to the unpredictability of combining these changes.

The bolded portion of the FAQ seems to imply that John, or the next Campaign Coordinator, can make a PFSOP ruling allowing for such an overlap. This isn't a game changing archetype stack, simply one that doesn't really make sense to disallow.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Wrath of the Accursed went about the same for me when I ran a group through it, though the group ran away at the end. That's an excellent scenario to run for players that complain about the "ease" of some of the earlier seasons. Keeps players on their toes a bit. ;-)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Don't forget that control spells are often extremely useful OUT of combat as well. My Dwarven Conjurer found that acid pit is a GREAT way to get rid of bodies!

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Well crap, I just saw this and it ruins my tiefling Order of Fiends/WotHL character that i have been playing off and on since the month before this post was made! I know Mike Brock commented, but his comment about only taking a quick glance at the two archetypes makes me hope that after a longer look we might get an official ruling that won't ban this combination of any Oath and WotHL.

My opinion, biased as it may be, is that they are ok, as the "Oath" archetypes merely add to the Paladin's spell list, but don't actually change the base Paladin Spell list. WotHL just removes the spellcasting abilities, extra spells and all.

I would prefer that this combo be ok, as while the Oath archetype for my character is really more about fluff than any mechanical benefits, it is nice to have the extra oomph the Oath gives me, even if it is only of situational use. I am sure there are others for whom their character's Oath is more crucial to their build. I really can't see any way that having this combo allowed would hurt PFSOP either.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Thank you all! It was kinda of a surprise to me, haven't kept track of how many games I have run until PaizoCon, lol.

Scarab Sages

John Compton wrote:
Gornil wrote:
Having the same issue. Hope it is resolved soon.
Looking at your profile, I can confirm that your email address provided does not match your paizo.com email, which makes it very difficult to grant scenarios to your account. Please check your account and let customer service know what your paizo.com email is.

That's odd, because I received the Serpent's Rise scenario already in my downloads. I wonder where the confusion happened?

Regardless, re-sent my paizo.com email address to customer service.

Scarab Sages

Having the same issue. Hope it is resolved soon.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Keep in mind that Ioun torches are not on the "always available" list, and thus you still need to have the proper amount of fame to buy one.

Scarab Sages

Now that the volunteer call is out for the Con, anyone still looking to share a room to save money?

Scarab Sages

I'm in! Sending email now.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Steven Lau wrote:
GM Lamplighter wrote:

While saying a particular scenario might be good for certain classes is ok, I would hate to have players choosing their PCs based on the Chronicle. "Oh, look, here's another table of 6 druids and their pets, because they all want the AC boon!"

Not everyone gets everything, and that is not being cheated - it's called life.

Already seen that happen, I went through Quests of Perfection with 5 Paladins!

To be fair, that was the first scenario I actually played with my paladin, and he doesn't gain a mount for his divine band. I think another player played his paladin just to keep the theme going. ;-)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Sad to hear this, best wishes to his family. May he rest in peace.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

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Thank you to everyone! I look forward to PFS growing in our area, and I hope to see some of the players from other areas come visit as well.
We have a Facebook page set-up for the San Antonio area, it is:
San Antonio PFS on Facebook
We also use Obsidian Portal to help organize events at:
San Antonio PFS on Obsidian Portal

We have some good conventions ahead of us, especially with PAX South coming to our city next year. I hope to see some of you there!

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

If I remember correctly, it is possible to find a scroll of remove curse in the scenario and politely ask Amenopheus to use it on a party member when he shows up. I had one group ask about this one of the times I ran this, and there's no reason to say no, in-game or not, that I can see.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Actually had to get rid of a body in a scenario once too. My wizard used acid pit. Worked like a charm. ;-)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I know an honest GM may strike some as an oxymoron, but here I go. I was looking over my GM credits and noticed I had credit for running a table at GenCon Thursday morning. While I appreciate the generosity shown by the coordinators in giving me that credit, I really don't deserve it. I was scheduled to run a table that morning, but unfortunately players never showed up and my session was cancelled, as so many others were that morning. Who do I contact to fix this?

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I ran this last weekend, and had the players fall prey to three(!) of the cursed items.

Spoiler:

The ring, belt, and stone. The players had no way of identifying magical items, thus when they found the stone, one player picked it up to ID later. Curse activated. The second one they found was the belt, and though they were suspicious one player still put it on. On finding the ring, they weren't trusting anymore items but the player with the stone out it on saying, "what's the worst that can happen?" She actually kind of enjoyed being forced to tell the truth. ;-)
I had a player fall prey to the haunt's curse as well, when the barbarian in the lead, being the only one to make the perception check, hightailed it to the rear of the party and left the poor fighter to take the curse in the face. She had been rolling poor saves all day, even falling prey to the plague zombies earlier.

When Amenopheus showed up, I allowed him to ID and use the remove curse scroll they found, and the fighter fought off the disease back in Eto with some help from the Warpriest in the party using the Heal skill.

In the end though, the party seemed to have a good time overall, and much merriment was had with all the cursing going on. ;-)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

You still haven't addressed murder, torture, theft, etc. in PFS. They has the same moral objectives to them as slavery in the US. If you take out slavery and replace that word with murder, torture, prostitution, theft, etc, it still says the same. Why single out slavery, and not, say... Transgender prostitution? I know of one series that has a transgendered prostitute, who often times became the players most memorable NPC. Obviously by allowing it, Paizo is condoning prostitution by your reasoning.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

I could go own for quite awhile about scenarios that have morally objective missions in them for quite awhile, all the way back to Season 0. I can't recall people so upset over one small portion of society before (well, the tongue mission stirred up quite the hornet's nest as well now that I think on it).

As The Beard mentions, almost every genre in existence has slavery, often with no one batting an eye at it's existence. I don't know many parents who refuse to allow their kids to watch Star Trek, so why would they here?

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

N N 959 wrote:

I am legitimately at a loss for how this relates to PC's owning slaves. But you really think the social benefit to PFS is greater if the players are allowed to own slaves? I am curious what aspect of PFS do you think benefits from condoning and promoting slavery as you are doing now? If the local media in Seattle finds out that Paizo runs an organized play environment where players can choose to purchase and own slaves, how do you think that's going to go over? How do you think this would go over in Atlanta? Or D.C?

I'm really at a loss for how PFS can look at the other way at allowing players to participate slavery in an organized play environment where parents are encouraged to bring their kids.

But yet it's ok in PFS to rip out someone's tongue to keep him from talking? Would you walk away from a GM who allowed that faction mission to succeed?

It is completely ok in society play to poison NPCs who act against your faction, presumably so that they will die; it's ok to destroy incriminating evidence for people who have outright broken the law; it's alright to own a Thieves Guild that breaks the laws (even in Good countries!), but you draw the line at Slavery?

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Can we get an answer on this?

Scarab Sages

d20pfsrd wrote:


This ring comes in four types: ring of spell knowledge I, ring of spell knowledge II, ring of spell knowledge III, and ring of spell knowledge IV. All of them are useful only to spontaneous arcane spellcasters.

Through study, the wearer can gain the knowledge of a single spell in addition to those allotted by her class and level. A ring of spell knowledge I can hold 1st-level spells only, a ring of spell knowledge II 1st- or 2nd-level spells, a ring of spell knowledge III spells of 3rd level or lower, and a ring of spell knowledge IV up to 4th-level spells.

A ring of spell knowledge is only a storage space; the wearer must still encounter a written, active, or cast version of the spell and succeed at a DC 20 Spellcraft check to teach the spell to the ring. Thereafter, the arcane spellcaster may cast the spell as though she knew the spell and it appeared on her class’ spell list.

Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes (storage and casting).

The problem is that it only mentions "arcane" spells being used. Not only does is it only useful for spontaneous arcane spell-casters, it specifically mentions that "Arcane spells that do not appear on the wearer’s class list are treated as one level higher for all purposes..." If divine spells were able to be used, how is the spell level of the spell affected?

I had actually thought of using this for my sorcerer to gain the ability to cast CLW, but reading over it I was stopped by the specificity of arcane spells in the wording.

Maybe I am over-thinking this, but it seems this item was created with bards in mind really, giving them access to more of the sorcerer/wizard spells. Or vice-versa for chatty sorcerers/wizards ;-)

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Just curious how we are supposed to rule/work with the Mysterious Cultist PrC in PFS, as well as the new Obediences, all from the new Chronicle of the Righteous. Specifically the Fervor ability that the Mystery Cultist receives, as RAW the terrible aura affects ALL creatures, which means that you are potentially frightening allies. Isn't this PvP, or do we just hand wave this in PFS to only affect enemy creatures? Hand waving this ability seems contrary to the nature of the ability though. May not be that big a deal, but I was just curious about this one, as for a Negative energy channeler/Oracle this is a VERY good ability. +4 sacred bonus to Charisma for higher spell DC's and more uses of channel is pretty nice.

Also, as far as the Obediences, how do they work? As written, many of them seem to require a lot of GM oversight. Do GMs need to keep track on chronicle sheets to make sure people are spending/buying some gp amount to satisfy many of the Obediences, or is on player's? I noticed one in particular, the Obediance for Irez, that requires a "memory"-like game to be played with cards or harrow deck. For that one, do we just roll 2d6's and see if they come up a match, or do players need to bring 12 cards to games with them? The 2d6 rolls will be weighted heavily in favor of a mismatch, not sure how that would compare to the deck of cards without doing the math though.

Don't know how often I will see these as a GM, but I would like to be prepared, just in case.

Scarab Sages 5/5 *** Venture-Captain, Oregon—Portland

Ah ha, then I misunderstood as well. Thought you meant BOTH ACs, and not both conditions.

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