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Gunner

Sammy T's page

FullStarFullStar Pathfinder Society GM. 430 posts (592 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters.


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Shadow Lodge

Kyoko Hitomu wrote:
The feat Extra Channel should give me 2 additional uses of Channeling for the Oracle's channel pool and 2 additional uses of Channeling for the Hospitalar's channel pool.

You get 2 extra uses total per day, not per pool.

Suggestion, if you plan on being a HP battery, your stat array needs to be: Cha>Con>Str>Dex>Int=Wis

CHA & CON should be pumped early and often. STR and DEX are second tier. INT & WIS can be dumped.

I would strongly caution against frontlining as damage spikes from Shield Other or Life Link will leave you extremely vulnerable to being dropped by smart opponents. If you want to frontline, give yourself some room by using a reach weapon.

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blackbloodtroll wrote:
I was just a bit flabbergasted, and did much of nothing during the combat.

:)

wait, maybe

:(

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blackbloodtroll wrote:
This was my very first PFS game, ever, so I was a bit confused, and worried, about making any remarks regarding these rulings.

Sometimes, for table harmony, it's best to let something slide and discuss it during the break or afterwards unless it's critical it be resolved right there and then (as in character death is quite possible).

As a PFS GM and player, I've been on both sides of rules confusion, so I feel ya. Grappling is a little-used sub-set of hundreds of pages of rules, so its not surprising that the Crawling Hands might have caused some rules confusion.

Shadow Lodge

RE: The Spider Fight on Day Two

I don't think any GM would let you circumvent the intent of the event. In fact, you are given and instructed to wear the Slippers of Spider Climbing by the NPC running the event. I believe you would win the fight handily regardless, but not wearing the slippers or standing on the cliff face is assuming too much leeway for the exhibition.

Otherwise, as always, an interesting read.

Shadow Lodge

The Braid and the Monk's robe do not stack.

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Here is an example using a Devil, an Animal Companion and a Ranger. The Ranger bravely uses his companion to meatshield for him.

The Devil chooses a corner to determine cover. We draw lines from that to the corners of the Ranger's squares. It is determined the Ranger has cover, so no AOO on him.

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9 TOTAL CHARACTERS

5 SINGLE CLASS
Barbarian
Life Oracle
Monk
Shaman
Summoner

4 MULTICLASS
Tetori/Brutal Pugilist
Inquisitor/Zen Archer
Oracle/Paladin
Ranger/Horizon Walker/Lore Warden

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Where Mammoths Fear to Tread...Because the Dinosaurs Have Lasers

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Class / levels (descending):
Monk 19
Oracle 16
Ranger 6
Shaman 5
Summoner 5
Barbarian 5
Fighter 3
Paladin 3
Inquisitor 1

Prestige:
Horizon Walker 3

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12 people marked this as a favorite.

The Season Six metaplot climaxes with #6-22: The Scales of Abadar, a courtroom scenario where PCs debate Isaac Aasimar's Three Rules of Robotics.

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If it is robots, I have my next character ready to go...

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When buffers don't have buff tents, I've often just jotted down the buff(s) on the combat map, so everyone can see it and then wipe it off after combat.

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1 person marked this as a favorite.

I use character tents to remind folks of my character's name and possibly some representative flavor text.

Since my main character drops so many buffs, I created a bunch of buff tents. Some examples:

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I'm not sure who 'he' is given the flow of the conversation.

But at this point, it's pretty clear the PRD requires the ability to cast those specific spells to qualify for the Undead Master feat.

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Faskill wrote:

Honestly, I have difficulty seeing how the font of the text is relevant.

Sure, spells are generally italicized, but is that really a general rule? Is it actually written somewhere that spells will be throughout the book italicized? Also, the PRD is hardly an official source and should not be mentioned when discussing RAW.

A more serious answer:

Italicizing spells is part of the Paizo Pathfinder house style for their products. When a specific spell is mentioned like Magic Missile or Wish it is italicized. This is consistent and intentional throughout all their Pathfinder products.

As for RAW and the PRD, the PRD is the official reference document on the Paizo website -- it doesn't get any more official than that.

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Faskill wrote:
Also, the PRD is hardly an official source and should not be mentioned when discussing RAW.

*does spit take*

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Majuba wrote:
Sammy T wrote:

M7 Greater Trip

Don't have the BAB to select at L7
Nice work, but in this case no, he has the BAB. 4F/3M = +6

Good catch. Thanks!

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You need to rework your Lore Warden / Ki Mystic from the ground up:

Feats:
F1 Power Attack ,Medium Armor Prof

F2 Weapon Focus,Furious Focus,Combat Expertise
can choose either WF or FF--only ONE fighter bonus feat

M3 Improved Trip,Furys Fall,Improved Unarmed Strike
Improved Trip is not a valid Monk bonus feat for one level of monk, meaning Fury's fall is out too.

M4 Combat Reflexes

F5 Vicous Stomp

F6 Weapon Spec

M7 Greater Trip
Don't have the BAB to select at L7
CORRECTION: Majuba pointed out below he would indeed have the BAB

Also, why Ki Mystic?

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This is clarified by going to the PRD.

Please note that prerequisites for Animate Dead and Command Undead link to the specific spells.

So, by RAW, the Command Undead feat does not meet the prerequisites for Undead Master.

Shadow Lodge **

1 person marked this as a favorite.
Kyle Baird wrote:
So the next tier 1-2 evergreen scenario should have a Marilith? done.

Only after Compton does a pass and gives it 10 Broken Improvised halfling dagger-sized weapon attacks in a balance pass.

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Campaign One should read more like:

Level 12: Requiem for the Red Raven
Level 12: The Maze of the Open Road
Level 13: Red Revolution
Level 13: Nothing Ventured, Nothing Gained
Level 13: Academy of Secrets
Level 14: Academy of Secrets
Level 14: Academy of Secrets

As you level up after Maze. Academy will take you from L13.2 to L14.2

Shadow Lodge **

Your Survival roll was soooooo bad...:
...you couldn't even find the Adventure Path.

Your barbarian is soooooo dumb...:
...she wanted to know if her feat chain rusted.

Your fighter is sooooo dumb...:
...he thought Fury's Winter came after Fury's Fall.

Your PbP campaign is sooooo slow...:
...it can only take a single move action or standard action each turn.

A tongue-in-cheek tale of a GM, a monk and the fable of 'realistic fantasy' in Pathfinder (reposting myself from the rules forum):

GM:
OK, the dragon roars in anger at your arrogant rescue attempt of the princess. Chunky Monky, you're up.

Chunky Monky the Monk:
Ok, I move up to the dragon, use acrobatics to avoid the AOO and grapple him. My CMB is--

GM:
I'm sorry, CM. It's not realistic that medium-sized human could grapple a gargantuan-sized dragon.

Chunky Monky:
Uh, ok. Hmmm....Chunky Monky yells to the party, "I'll grab the princess!" She's on the other side of the chasm, right?

GM:
Yes, it's a 40' chasm. She's on a 10x10 ledge that the dragon flew over and dropped her on.

Chunky Monky:
I spend a Ki Point increase my speed by 20'. I now move at 80' round and get a +20 bonus to my acrobatics. With a running start and my normal acrobatics bonuses, I'm pretty close to autosuceeding on the DC 40 jump--

GM:
I'm sorry, CM. It's not realistic that you could jump 40'. The world record is only 30'.

Chunky Monky:
(sighs)
...ok...I spend a Ki Point to increase my speed by 20'. I now have 80' of movement. I use the Run action to move 320' in a straight line--

GM:
I'm sorry--

Chunky Monky:
DAMMIT!

GM:
--CM. You would be moving 36 miles per hour.
(turns to another player)
That's 58 kph for you, Maple.

Maple the Winter Witch from the Great White North:
Thanks, eh!

GM:
Usain Bolt, the fastest human alive, can only run 27 miles per hour. So...

Chunky Monky:
(silence)

GM:
Your action?

Chunky Monky:
I delay.

GM:
You sure?

Chunky Monky:
Yes.

GM:
Hawking, you're up.

Hawking:
I swift action cast Quickened True Strike. As a standard action I cast my memorized Reach Plane Shift.
(rolls dice)
From 50' away, I rip a hole in the fabric of space and time and teleport the Dragon to an entirely different dimension.

Chunky Monky:
Wait, what?

GM:
(rolls dice)
The Dragon fails his save. With an anguished roar, he is sucked into the temporary wormhole you created.

Chunky Monky:
The Dragon WHAT?!

GM:
Congratulations, you have--

Hawking:
I still have a move action left.

Chunky Monky:
OH COME ON!

GM:
Whoops! Go ahead, Hawking.

Hawking:
I use my Fly spell to traverse the chasm and offer my arm to the princess. "Do not worry, milady. I shall Teleport us across the whole continent and directly into your palace room in but a moment."

GM:
The princess--

Chunky Monky:
I come off delay.

GM:
Uh, ok, combat is over...but go ahead.

Chunky Monky:
I run and throw myself into the chasm.

Shadow Lodge **

Ran the 12-13 table last night. Still a little PFS hungover:

PARTY
L13 Arcane Archer
L13 Cleric (Healing/Fire domains)
L12 Rogue (w/ flank buddy air elemental familiar)
L12 Monk (Qiggong)
L11 Life Oracle

The Archer and Cleric had just completed Eyes of the Ten the week before and the Rogue, Monk and Oracle just completed the Ruby Phoenix Tournament, also the week before, so everyone was battle-tested going into this scenario. Everyone was very smart, tactical players.

BASIC STRATEGY:
Whichever divine caster went first threw up a Blessing of Divine Fervor and the other would toss out a secondary buff. The Monk and Rogue frontlined and had ACs in the mid-to-upper 30s when they had buffs up and spent ki points or triggered Offensive Defense. The monk was a high-STR Dragon style flurry monkey and the Rogue, who brought his own flanking familiar, pretty much got Sneak every round, so they were the primary DPS as well--the Arcane Archer was a high +hit, low damage non-optimized archer (when he would tell me his damage, I would double check to make sure he added everything correctly...it was that low).

Rough order of ACT 2:

TRAITOR'S RUN:
I randomly rolled their toughest and longest encounter to start Act 2. The Rogue and Monk moved ahead to engage Kalavakus and the dancing Vrocks (which they did not ID) while the Archer, Cleric and Oracle stayed behind. At the end of the round, the False Crusaders attacked, surprising the secondliners.

The Archer did the 5' step dance to avoid AOOs from the Crusaders so he could pump arrows into the demons downrange and help the Rogue and Monk burn through them, while the Cleric and Oracle used healing resources to take off the crusader damage they were taking in the back line.

The Monk and Rogue dropped Kalavakus and started in on the Vrocks, but not before they completed their dance and blasted everyone, including the crusaders, for 15d6 electrical. Both the Cleric and Oracle took full damage as the rest of the party had evasion/improved evasion.

The Monk and Rogue finished the Vrocks and the Arcane Archer turned his fury on the now-weakened crusaders.

Not so surprisingly, the ambush set up that split the party cause the casters to burn up healing resources much earlier than they had planned. Also, because this fight took a long-ish time to resolve, it delayed the first wave of aid tokens to go out.

For the rest of the game, whenever an NPC would ask for aid, the party would all sense motives ;)

DEVIL IN THE DETAILS:
The high diplomacy Cleric and Oracle convinced the crusaders everything was kosher and the Cleric with his fire resist scouted the building to make sure it was truly empty and no nefarious goings on were...uh...going on.

WOUNDWARD VIGIL:
Can't remember much about this, so I'm assuming it was a walkover combat.

RALLYING CRY:
Again, the PCs had high enough face skills to easily rally the different sets of troops to the fight.

BESIEGED OUTPOST:
More Vrocks and Nafalshanee. The Monk and Rogue advanced halfway to the enemies. The Archer, Oracle and Cleric stood behind the barricades to long range support. The Vrocks dancing. The Nafalshanee teleported into the midst of the backliners. The Cleric alignment-channeled to soften it up.

The Monk and Rogue committed to trying to stop the Vrocks from dancing. The Archer cleared out of the Nafalshanee's reach and began firing at it. The Oracle hauled booty away from the Nafalshanee. The Nafalshanee full attacked and almost dropped the Cleric. The Cleric, consigned to his death if he didn't end the fight, stood tall and dropped a channel smite and quick alignment channel--taking the Nafalshanee to -2. Cue table cheers.

The Vrocks finished their dance and sent out a 15d6 burst of electricity. Again, the evasion-type people were fine and the party wrapped up the fight handily.

I'm still surprised I managed to get not one, but two three-round Vrock dances off in the same game.

OPPORTUNITY STRIKES:
The party spied the illusionary demons. The Arcane Archer sent a illusionary devil to instigate a fight while the Rogue scouted ahead. The party figured out they were fakes and ambushed the looters, taking them almost all of them out via ambush almost immediately.

SOVEREIGN OF PILGRIM'S REST:
The party had a good time as I ran this on initiative and used their various skills to flatter, cajole and wheedle with the Sovereign. Never has the BS been so thick.

I believe they had one more encounter, but I can't recall what it was.

ACT 3:

The party did a quick vote and a majority decided to take on the Cavorting Court.

CAVORTING COURT
The Oracle was immediately taken out of the combat by a Confusion and the backliners were softened up by an unholy blight. The Air Walking Monk fired off a Scorching Ray from midfield, but could not beat the SR.

The Monk and Rogue closed to melee in round 2 and, amazingly, the Monk stunning-fisted one of the Glabrezus (nat 1 fort save). The Rogue and Arcane Archer focus fired and dropped it.

The next round the Glabrezus attacked the usually nigh-unhittable Monk and dropped him past -CON. The Cleric reach BoL'd him back to life. The Archer and Rogue combined to take out another Glabrezu.

One of the low-tier tables got a siege weapon shot off and stunned the remaining Glabrezu, ending the combat for all intents and purposes.

I told the party that they could now see the Whispering Valkyrie on the field and it was leading the demonic assault. I reminded them they didn't have to fight it and could fight one of the other targets.

They went after the Valkyrie.

THE WHISPERING VALKYRIE

They healed themselves and began traversing the battlefield to their foe.

As the surprise round, I just had the Valkyrie teleport into their midst.

She went first in the Initiative (mythic point for nat 20 on init roll). She power attacked (mythic point for no penalties to hit). I randomly rolled her target and it was the Oracle.

Hit. Big Damage. Mythic point for 1 round of touch of chaos. Free Steal Combat Maneuver: Cloak of Resistance.

Hit. Big Damage. Free Steal Combat Maneuver: Amulet of (something).

Hit. Big Damage. Dead.

I had just killed the Oracle that I had killed in the previous week :(

The Monk full attacked. He couldn't hit the AC 40.

The Rogue full attacked. He couldn't hit the AC 40.

The Arcane Archer moved away and cast True Strike when he saw everyone missign.

The Cleric moved away and cast a buff.

THE LOW TABLE FIRED A SIEGE WEAPON! THE VALKYRIE WAS STAGGERED FOR ONE ROUND! THE HIGH TABLE CHEERED THE LOW TABLE NEXT TO THEM!

The staggered Valkyrie took one swing at the Monk, used a Mythic Surge for an extra 1d10 on the hit roll. Hit. Big damage. Mythic point for 1 round of touch of chaos. Free Steal Maneuver: Cloak of Resistance.

The Monk full attacked. He couldn't hit the AC 40.

The Rogue full attacked. He couldn't hit the AC 40.

The Archer moved and fired one arrow for 10 points of damage after DR.

The Cleric cast a reach healing spell on the Monk.

It was at this time, the party decided to run away.

The Valkyrie full attacked the Monk, only hitting twice (stealing his Amulet of Natural Armor). The party withdrew/ran/flew away in various manners. The Valkyrie would get one parting Feeblemind at the Arcane Archer, but he made his save.

The high table had handled every challenge well, even with the few missteps early on, but the mythic encounter with their specific class/party makeup proved to be a hurdle too high.

Shadow Lodge **

@eric has the RAW answer--you need to be a barbarian to take the trait.

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Running the 12-13 sub-tier for this tonight at the FLGS.

Question:

How much time do GMs assume in Chapter 2 for A) between encounters in the same zone and B) traveling to a different zone?

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1 person marked this as a favorite.

102 Subsection b) if I am a caster who depends on summoning creatures and do not have Acadamae Graduate or Sacred Summons, I will have a metamagic rod of quicken.

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1 person marked this as a favorite.

39) I do not have the action surplus of a party, so when possible, I will take actions or cast spells that make multiple PCs waste their actions.

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Two characters fell last night in the Ruby Phoenix Tournament.

Bad Tactics: Life Oracle who cast a buff spell within 10' of a large [redacted], drawing its attention and a full attack. Squish.

Bad Luck: Wizard who failed 2 FORT saves and was in the second stage of Suffocation (unconscious, 0 hp) and got caught by Chain Lightning and taken to -47 HP. The Life Oracle's breath of life was 3 HP short of bringing him back.

Bad Tactics, Bad Luck, Still Lived...Barely: One close call where the high AC Monk moved next to a baddie to make a single attack. The hasted baddie full attacked, crit twice, and dropped the monk to -2.

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Pt 2

Day 4 pt 2:
The weather was atrocious tonight in Chicago (got socked with 6-8 inches of snow), but we managed to get seated and started relatively close to the normal start time.

Huwanyo
No one made their perception checks to see an invisible Huwanyo 200' above them. The Dragon waited until the party was halfway down the cliff, peeked over the edge and hit 2 of them with acid. The party rallied and repositioned to the top of the cliff.

The Life Oracle, who originally was piggy backing on the Ant Hauled Monk during the climb down, hopped of the Monk's back and cast a Blessing of Divine Fervor 10' away from the Dragon. Huyanwo full attacked the impertinent Oracle and killed him outright.

Huyanwo should have taken flight thereafter, but I had stick one more round on the ground to full attack the monk. He missed most of his attacks and the Monk and Rogue tag teamed on the Dragon, dropping him.

The Oracle was rezzed from a scroll and would run with 1 negative level for the rest of the mod.

Aspis
The party arrived at the harbor. Still not knowing she was their enemy, Risha greeted them and spoke for a round or two to allow her partners to buff.

The Aspis sorceror got a black tentacles off that grappled 3 of the 5 party members, but the Wizard made their concentration check and Dim Doored the Paladin right next to the Aspis caster. Meanwhile, the Monk and Rogue moved to the center of the harbor while their Aspis counterparts did the same.

The party quickly made short work of the Aspis combatants once their sorceror was stomped by the Paladin and Rogue and the Monk stunning fisted Risha.

Day 5:

Ninja Alchemist
The Ninja was last in initiative order. The Monk pulled a fast movement stunning fist in round 1. Party swarmed attack.

Ettin
The Ettin hung back and dropped a fireball to start off combat, forcing the party to come to him. The Monk ran in and obliged him. Next round, the Ettin full attacked, crit twice, and dropped the Monk to -2. The flanking Rogue and smiting Paladin finished the Ettin off.

Riddle Test
Skipped.

Gomwai
Gomwai's mooks had high init, so I had them charge across the arena and try for stunning fists on the Oracle and Monk (no go). Gomwai moved to mid-arena. The PCs cleared out the monks and moved up to Gomwai. Gomwai was sitting at a ridiculous AC because of barkskin, a ki point and total defense, so all the PCs attacks missed. Gomwai swapped to offense and wiffed all his attacks on the Rogue. With Gomwai's defense lowered, the 5 PCs brought him down on their go around as the casters dispelled his buffs and the melee full attacked him into oblivion.

The Twins
For the first time all module, I had rolled very well on initiative. In the surprise round, Wu-D drank a potion of enlarge. Wu-J dispelled the Life Bubble on the PCs (setting up their next round).

Wu-J cast Force Cage, only trapping the Paladin while Wu-D dropped a stinking cloud which didn't nauseate anyone, but help to divide the battlefield.

The Paladin UMD'd a scroll of dim door to escape the cage. The Rogue and Oracle moved out of the stinking cloud and the Wizard, seeing Wu-J hiding in the crowd, fired off an empowered Magic Missile only to see it splash against her shield spell. The monk moved into the stands and tried to stunning fist Wu-J but he missed due to displacement.

Wu-D moved into melee and would be dropped by the Paladin and Rogue. Wu-J cast Greater Invisibility and moved away from the monk. The wizard could see her and cast something that failed. Wu-J did not like this and cast Suffocation on the Wizard...and he failed his save!

The next round, most of the party had their See Invis options active...except the Monk, who simply did a dragon's roar on the area he thought she was in. The party closed in and Wu-J dropped a chain lightning, sizzling the Oracle, the Paladin and the Wizard. Unfortunately, the wizard had failed his second Fort save for suffocation and was unconscious at 0 HP when he ate the 47 HP Chain Lightning.

The party closed the noose and chipped away through Wu-J's displacement...with the Monk getting a trip in to keep her there. With her final spell, I had her cast Detonate as a final insult. The party finished her off, she blew up and everyone got a little scorched.

Everyone had fun. The Oracle learned a hard lesson about standing next to a Dragon and casting a spell. The Wizard caught a bad break with getting Suffocated and then Chain Lightninged. The Monk, who was boastful about his AC, hopefully learned that at higher levels you can't charge in and eat a full attack because you WILL get hit.

Otherwise a very fun time. I look forward to running it with performance combat to see how that affects things.

Shadow Lodge **

Offhand:

Not legal:
Heart of the Fields alternate racial trait

Improved Stalwart @ L11: New Living Monolith class is 3/4 BAB, so you do not qualify for it until L12.

Legal but wrong name:
Well Hidden should be Carefully Hidden

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Thanks nosing and Jason--long workweek and little sleep=brainfarts

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nosig wrote:

actually, no.

the archer is shooting at the upper right hand corner square of the Ogre... " ...the part of your target you're aiming at, if it's a big target) is at least 10 feet away from the nearest friendly character)" so... like this:

12xxxA
34xxxx
xBxxxx

the archer is shotting at the part of the Ogre in square #2... which is "at least 10 feet away from the nearest friendly character"...

hope that helps!

Well, wouldn't 'B' be the nearest friendly character and be within 10' of the upper-right square (#2), therefore incurring the shooting into melee penalty? B is within 10' of square #2, 'at least 10 away' would require B to be one square south. To put it another way, if B had a 10' reach weapon, he could hit square #2 (and vice versa), so he's within 10'...

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nosig wrote:

This works something like this....

OOxxxA
OOxxxx
xBxxxx

A is an archer
B is his friend who is in melee with an
O is an ogre

A has a clear shot at the Ogre.

So you're saying B will 5' step south like so

OOxxxA
OOxxxx
xxxxxx
xBxxxx

and the archer will have a clear shot if he aims at either of the top 2 squares the Ogre occupies.

Shadow Lodge **

Running this in 2 parts at my FLGS. Here is a report on part 1.

Party:
L10 Paladin
L10 Life Oracle
L11 Wizard
L11 Monk
L11 Rogue

I meant to lock the table size at 4, but forget to ask to have the sign ups limited, so I ended up with a table of 5. Because of the number of combats and the limited time in-store across two nights (9 hours max), I broke down the event schedule like so:

Pre-Tournament: Online via e-mail
Day 1, 2, 3: Session 1
Day 4 & 5: Session 2

I plan on running this twice--once for the FLGS and once for friends. Because I was worried about time and keeping combats moving, the FLGS run will NOT be using the optional performance combat rules.

Pre-Tournament:

Ambrus gave a standard briefing and gave as much info as he could. The party was then teleported to a Gokan Pathfinder Lodge where Amara Li answered any remaining questions and escorted them to the boat to the Island.

On the boat, the Wizard and Paladin mingled with contestants. The Wizard ran into Risha (disguised as a fisherwoman) and they playfully bantered back and forth. The wizard never attempted a sense motive nor was alarmed when she occasionally pressed for info about the party. They ended their conversation on good terms when the boat docked.

To expedite matters, I had Marthysan introduce himself to the party and offer his lodgings for their stay. Marthysan had been contacted by fellow paladin Ollystra from the Silver Crusade and because she once assisted him in Lastwall against the orcs, he was more than glad to honor such a small request.

At the inn, they briefly see Kiang Zhen looking over the welcoming celebrations. I skipped Chung Po's challenge.

At this point, the party had gotten pretty much all but the 30+ DC knowledge checks and lots of flavor info, so they were prepared going in.

Day 1:

Round 1 vs Monastery of the Enduring Spirit:
After a single round of tactical positioning by both groups, the groups clashed and it was over by the end of round 3. The Rogue brought his own air elemental familiar to flank with, the Dragon Style flurrying monk had tons of +hit boosts from party buffs, the Paladin is melee paladin and the wizard is a L11 wizard. Quick fights would be a theme. During this fight and all the fights to follow, the party would play to the crowd with combat flourishes and acrobatics rolls during movement. I described how the audience loved their antics.

Test 1: Breaking Competition
Moved to game session 2 under "run if time allows"

Exhibition 1 vs Shenzuzhou:
I held the combat in a 15' radius ring, with the party on one side and Shen on the other side. Because of the size of the ring, it was quite possible that he would get a full two-weapon attack routine off on a flat-footed person. 3 PCs beat Shen in the initiative order. The wizard cast Acid Pit. Shen saved and was repositioned right next to the party. The Rogue's air elemental flanked Shen and the rogue did a full two-weapon sneak attack routine. Next came the Paladin with a smiting full attack. Shen falls over dead. Combat is over mid-round 1.[/b]

Feast:
The party partook in the food. The monk was immune to the poison, 2 characters had Delay Poison on them from previous buffs and everyone handily made their consecutive fort saves. They immediately told Marthysan.

Day 2:

Test 2: Archery
Moved to game session 2 under "run if time allows"

Exhibition 2: The Spider Fight
Everyone put on the slippers and clambered down the cliffside. Since the air elemental familiar could not be knocked off (due to flight), it was disallowed from participating.

The enlarged Monk moved halfway towards Orometsu's group and readied a reach trip. I made a mistake and forgot about Oro's Spring Attack, and simply had her charge. The Monk's trip succeeded but Oro managed to cling to the cliffside. The rest of the party focus fired her and she amazingly made her climb checks to hang on until the Wizard's force punch killed her and sent her flying. I hand-waved the remaining monks and had them surrender as their leader just got smoked in round 1 (and the party had handled 4 monks with the same stats previously without burning resources). Fight over by the end of round 2.

Round 2: Test of the Three Towers
The flying Rogue spotted all the trapdoors and warned the party as he flew over with his elemental to Ganyavesha. The Monk, doing extra acrobatics to please the crowd, hopped from tower to tower on his way to her. Ganya got a few hits in but did not confirm any of her possible crits. The Rogue and the Monk, combined with some Wizard long range dps, took her down. Fight over by the end of round 3.

Yon Loi's:
The PCs find and help Donguma and learn of the Golden Leagues activities. They inform Marthysan.

Day 3:

Exhibition 3: Boar and Tiger
I cut this encounter because it's a one PC combat.

Round 3: Battle of the Embers
Because Weird Words has not been officially errata'd yet, I was worried about possible killing someone here with 4 Sound Striker bards. Before combat, the party cast Protection from Energy--even after a tournament official warned them the crowd would not like that. There was disagreement in the party about using it or not, but they cast it.

There was more intra-party consternation when in round 1, the Wizard drops a Tar Pit on the bards...preventing the Rogue and Paladin from closing on foot (the Monk simply jumped to an open space near the bards). The next round, the Wizard cast cloudkill, obscuring the audience's view of the combat. I played up the unhappiness of the audience as they figured out the party was unaffected by the embers and that they couldn't see most of what was going on.

The 3 bards who were left standing were in bad shape. 2 used Weird Words on the Monk (possible 18d8+18 worth of damage) and 1 used it on the Rogue. If it were anyone else in the party, I would have hit on all the attacks--but the Monk and Rogue with their high Touch ACs dodges a vast majority of the attacks and made their saves to reduce the damage to half.

By the end of Round 3/beginning Round 4, the last bard left standing surrendered.

After the combat, I had the Emissary express his mild displeasure at the actions of the PCs. I used the next test as an offer to redeem themselves in the eyes of the audience.

Test 3: Tsavati
The PCs easily tracked Tsavati the sorceror in the forest but only two made their perceptions to act in the surprise round when she attacked from the canopy. On the surprise round she cast a Quickened Magic Missile and a Scorching Ray on the Life Oracle, almost dropping him unconscious. The Rogue activated his celestial armor and Paladin scooted out of the kill zone. The next round, the Wizard blasted the canopy with a maximized fireball, severely hurting Tsavati and clearing out the canopy's cover. The Togue double moved and flew up next to the sorceror. The sorceror tossed a lightning at the Rogue, but improved evasion kept him from taking any damage. The Monk flew up and shot some scorching rays, also hurting Tsavati. The Wizard finished it off with a maximized magic missile attack.

Golden League Attack:
They took 1 alive and got more information before turning the thug over to the authorities.

At this point, we had reached what I had planned to cover for the session. We agreed to do one more combat as we had time...

Day 4 pt 1:

Round 4: Hok Fong the Eunuch
All the PCs acted before the Eunuch and most before the leech swarms. By the end of round 1, the party were all on islands or flying and out of reach of the leech swarms. Hok ate a scorching ray from the monk and another long range spell from wizard before he tossed out a confusion that everyone but the elemental resisted. Before he could cast another spell, the party was all up in his grill and dropped him with more spells.

GM Mea Culpa: I forgot he had Blink active. Honestly, it would have only extended combat by a round or two (at most) as they just had action economy (5 to 1). He had Cloak of Dreams up for any melee attackers, but again, it was mostly academic as the whole party acted before him and had already encountered a Blink user (Ganyavesha).

Slay Huyanwo!
The Emissary laid out the challenge and the PCs accepted. We stopped here as it gave them something to look forward to next week

Thoughts so far:
>Even with copious notes and highlighted reminders, I still made 2 minor mistakes (forgetting Orometsu's Spring Attack and Hok Fong's Blink). Given that I had run 7 combats in 4 hours, I really can't beat myself up too much about that.

>Without performance combat to intentionally slow down the PCs AND having a fifth PC in the party, this solidly built party is just rolling over combats.

>I run my combats pretty tight (calling out who's on deck, reminding players to know their actions before I get to their turn, etc), so that's contributing to how fast combats are progressing. Also, I'm willing to call combat when it's a forgone conclusion--in a combat heavy mod, unless there is a reason for an NPC to fight to the bitter end, I'd rather use that time for RP or moving on (and not wear down players' endurance with useless rounds of combat)

I'll drop part 2 of the report after next Monday's game.

Shadow Lodge

@darthslash

"You respond to an attack by briefly becoming vaporous and insubstantial, allowing the attack to pass harmlessly through you."

This tells us how the spell looks.

"You gain DR 10/magic against this attack and are immune to any poison, sneak attacks, or critical hit effect from that attack."

This tells us how the spell works.

If you do not do enough damage to overcome the DR, the description is what allows us to describe what exactly what happened and why.

Player:
"I did 9 points of damage with my greatsword!"

GM:
"Your sword slashes at his misty form but has no effect on his insubstantial body."

OR

Player:
"I did 15 points of damage with my greatsword!"

GM:
"You hack mightily at his misty form...but the blow does not strike solidly--his vaporous body seems unaffected by most of the damage."

Shadow Lodge

Thanks, Scavion. FAQing.

Shadow Lodge

6 people marked this as a favorite.

Tongue-in-cheek example of realistic fantasy in action ;)

GM:
OK, the dragon roars in anger at your arrogant rescue attempt of the princess. Chunky Monky, you're up.

Chunky Monky the Monk:
Ok, I move up to the dragon, use acrobatics to avoid the AOO and grapple him. My CMB is--

GM:
I'm sorry, CM. It's not realistic that medium-sized human could grapple a gargantuan-sized dragon.

Chunky Monky:
Uh, ok. Hmmm....Chunky Monky yells to the party, "I'll grab the princess!" She's on the other side of the chasm, right?

GM:
Yes, it's a 40' chasm. She's on a 10x10 ledge that the dragon flew over and dropped her on.

Chunky Monky:
I spend a Ki Point increase my speed by 20'. I now move at 80' round and get a +20 bonus to my acrobatics. With a running start and my normal acrobatics bonuses, I'm pretty close to autosuceeding on the DC 40 jump--

GM:
I'm sorry, CM. It's not realistic that you could jump 40'. The world record is only 30'.

Chunky Monky:
(sighs)
...ok...I spend a Ki Point to increase my speed by 20'. I now have 80' of movement. I use the Run action to move 320' in a straight line--

GM:
I'm sorry--

Chunky Monky:
DAMMIT!

GM:
--CM. You would be moving 36 miles per hour.
(turns to another player)
That's 58 kph for you, Maple.

Maple the Winter Witch from the Great White North:
Thanks, eh!

GM:
Usain Bolt, the fastest human alive, can only run 27 miles per hour. So...

Chunky Monk:
(silence)

GM:
Your action?

Chunky Monk:
I delay.

GM:
You sure?

Chunky Monk:
Yes.

GM:
Hawking, you're up.

Hawking:
I swift action cast Quickened True Strike. As a standard action I cast my memorized Reach Plane Shift.
(rolls dice)
From 50' away, I rip a hole in the fabric of space and time and teleport the Dragon to an entirely different dimension.

Chunky Monk:
Wait, what?

GM:
(rolls dice)
The Dragon fails his save. With an anguished roar, he is sucked into the temporary wormhole you created.

Chunky Monk:
The Dragon WHAT?!

GM:
Congratulations, you have--

Hawking:
I still have a move action left.

Chunky Monk:
OH COME ON!

GM:
Whoops! Go ahead, Hawking.

Hawking:
I use my Fly spell to traverse the chasm and offer my arm to the princess. "Do not worry, milady. I shall Teleport us across the whole continent and directly into your palace room in but a moment."

GM:
The princess--

Chunky Monk:
I come off delay.

GM:
Uh, ok, combat is over...but go ahead.

Chunky Monk:
I run and throw myself into the chasm.

Shadow Lodge

Sub_Zero wrote:
Halfling Lore Warden 11

Just for comparison, here is his cousin, the halfling tetori who is based on dexterity:

Feats
Agile Manuevers
Improved Grapple
Greater Grapple

Equipment:
Wayfinder with Dusty Rose Ioun Stone
Belt of Dexterity +4
Gloves of Manuever Mastery +2

Abilities:
Grab (adds +4 to Grapple CMB)
Favored Class Bonus to CMD (+11 CMD vs Grapple)

Racial Trait:
Adaptable Luck

Grapple Total:
+11 CMB
+8 Dex (20 start, +4 from belt, +2 level ups)
+4 Feats
+4 Grab bonus
+2 Ioun Stone
+2 Gloves
-1 Size
-------
+30 Grapple CMB (activate adaptable luck for +32) vs Cloud Giant's 37 CMD

That is before party buffs.

Either take the Qiggong Archetype for True Strike as a SLA or buy a Vibrant Purple Ioun Stone (cracked) and load it with one True Strike (2050 gp) and you're at +50 CMB (or +52 with adaptable luck) on your next grapple attempt.

Shadow Lodge

Tetoris can focus on the controller aspect or the damage aspect.

Level 10 Tetori:
STR: 22 (18 start, +2 Level Ups, +2 Anaconda's Coil)
DAMAGE: 1d10 + 6
FEATS: Improved Grapple, Greater Grapple, Rapid Grapple, Pinning KO, Final Embrace
ITEM: Anaconda's Coil

If they start already grappling a foe and grapple to damage they can do:
per Constrict 1d10+6
per Grapple 1d10+6
or 6d10+36 for the entire round.

If they are using pinning KO for non-lethal damage:
per Constrict 1d10+6
per Grapple 2d10+12
or 9d10+54 for the entire round

Of course, at this level, odds are they'll be enlarged.

If they start enlarged, already grappling a foe and grapple to damage they can do:
per Constrict 2d6+7
per Grapple 2d6+7
or 12d6+42 for the entire round.

Enlarged pinning KO:
per Constrict 2d6+7
per Grapple 4d6+14
or 18d6+63 for the entire round.

Buy potion of strongjaw, use power attack or just add on normal combat buffs to damage and the damage skyrockets...in addition to the fact your opponent is grappled.

Even if you can't use Pinning KO or constrict (immune to non-lethal or too large, etc), you can still lock down a foe and do damage. If you can't grapple a foe (and as a L10 tetori that will most likely only be incorporeal foes), as a monk you can still dodge tank and be a flank buddy for the ghost killers.

Here's the thing, you are not grappling in a vacuum, you are a grappling specialist on a team of folks. If you can lock down 1 or 2 creatures, impose the painful pinned condition penalties and serve them up to the beatsticks' full attacks, you've more than earned your keep. (In fact, I've used my tetori to run to the boss, grapple them and then run back with them to the DPS folks to shred with full attacks.)

Shadow Lodge

You ran it by the book.

Shadow Lodge

So, respectfully, I come here to ask rogue players a question:

A lot of folks are suggesting Skill Mastery > UMD. As far as I can tell, Skill Mastery does not remove the "cannot take 10" restriction on UMD. It only removes the stress and distractions restriction from taking 10.

Before someone says "specific overrides general" -- skill mastery does not specifically allow you to take 10 on a skill that cannot be taken 10 on.

I know this is like asking the foxes why they should be allowed into the henhouse, but perhaps I'm missing something here and don't mind if someone can prove SM allows take 10 on UMD.

Shadow Lodge **

New one to the list:

Rogue's Skill Mastery and UMD

Some GMs allow it and other GMs (like me) do not.

My Reasoning:

-Normal skill use: You can Take 10 if not distracted/threatened.
-Skill Mastery skill use: You can Take 10 even if distracted/threatened.
-Use Magic Device: Not allowed to Take 10. Period. You must roll.

Skill Mastery only applies to skill usage in adverse conditions.

Take 10 can't be applied to Use Magic Device in any situation, adverse or not.

Skill Mastery in no way overrides UMD's "cannot Take 10" restriction. (It's not 'stress and distractions' that preventing Taking 10 on UMD, you just simply cannot Take 10 for UMD.)

So, Skill Mastery does not apply to UMD.

Shadow Lodge

Thanks Belafon and Talon89.

I'm frustrated because that information is broken up into two sections: "Potions, Scrolls, and Wands" on page 23-24 (which is what I was quoting) and the info buried in "Beyond Level 11" on page 26 (which is what you were quoting).

blerg.

Shadow Lodge

@talon89 Oh, I absolutely understand that.

What Belafon wrote makes it sound like you can't buy a scroll of Gate unless you are L17, which would be untrue. You can buy a L9 spell scroll starting at character L12.

Shadow Lodge

Belafon wrote:
As mentioned above, scrolls of 7th level and above (gate is 9th) are only available if you are of a level where a full prep caster could cast them. In other words you have to be at least 17th character level.

I'm sorry, I'm a little confused here. Are you saying you couldn't buy a scroll for level 7, 8 or 9 spell unless you're the appropriate level to cast the spell? If so, could you cite the rule? Thanks!

Shadow Lodge **

Yeah, I'm make sure to emphasize they bring everything they need for the entirety of the tournament as they're on their own.

Shadow Lodge **

1 person marked this as a favorite.

...your Heavens Shaman with a 7 STR has to act as the party tank.

Shadow Lodge

It affects "an adjacent ally" (singular) not "adjacent allies" (plural). If there are multiple adjacent allies, you choose the affected ally when you use the Total Defense action.

Shadow Lodge **

5 people marked this as a favorite.

Your healer is sooooooo dumb...:
...he tried to remove the Secondary Success Condition

Your fighter is soooooo dumb...:
...he only uses Spring Attack in March, April and May.

Your wizard is soooooo dumb...:
...she thought Ant Haul was a relative of hers

Your Shoanti Superstitious Beast Totem Barbarian build is sooooo common...:
...every character gets it as a language known.

Your rogue is sooooo dumb...:
...he's a rouge.

A tetori monk, a gunslinger, a slumber witch and a pounce eidolon summoner walk into a bar...:
...and the GM just hands them their chronicles.

Your table social interactions are sooooo tone-deaf:
...they get a bonus against sonic attacks

Your samurai is sooooo dumb...:
...when he picked an order, he chose "a cheeseburger, fries and a small Coke"

A hundred and one Season 5 Faction Missions walk into a bar...:

The bartender says, "Hey, we don't serve your kind here."

The Season 5 Faction Missions say, "Why not?"

The bartender says, "Well, to be honest, I'm not sure because it changes depending on what time it is. You guys wouldn't happen to remember? No. Hmmm. Ok. Uh, how about you just act all faction-y and I'll let you know when you're close? I guess? That work? Cool."

Shadow Lodge **

(first off, linking another Ruby Phoenix Thread for future searches)

I plan on running this soon and have a quick question:

"A character's ability to spend Prestige Points is dependent on her being in contact with other members of her faction, and unless noted otherwise, most factions tend to have agents, contacts, or headquarters in settlements that are at least the size of a large city. To reflect the difficulty of contacting a faction agent in a smaller settlement, Prestige Point costs increase by 5 in communities with fewer than 5,000 people. Note that it's possible for a player to spend her character's Prestige Points even if the PC is dead, petrified, or otherwise out of commission. In essence, this represents the PC having made prior arrangement with her faction to perform certain actions on her behalf, such as recovering her dead body and returning it to a specific location or having it raised from the dead. In this event, the PC's actual location does not impact the Prestige Point cost."

So, just to confirm, should the party not be able to provide their own Raise Dead for whatever reason, it would cost 21PP and the restoration to remove a permanent negative level would cost 9 PP?*

*(since they're in the middle of a tournament, if they get raised, they'll still be carrying around one negative level as restoration can only remove one negative level per week.)

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