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Your grim pleasure, indeed, John. I love it and am terrified by it.
There appear to be some minor calculation issues in the 12-13 subtier version of Suliji - 32 AC when the mods listed show 31 (though that could include the deflection bonus from Shield Other), +16 Will Save instead of what I'm seeing should be +17 (10 base + 4 resistance + 2 Heroism + 1 WIS mod).
Re: +5 Mithral Breastplate of Speed - I'm not seeing a mod for "of Speed" for armor in any of my sources. Are we intended to use the weapon quality on the armor?
For GMs using Hero Lab, I've uploaded the portfolios for both tiers of Suliji to the PFS Prep site. This NPC is remarkably complex, so I thought this would be a good priority, but it will still require a lot of prep to understand the whole encounter. I won't be able to run this soon due to poor timing, but I intend to get notes up to PFS Prep to help out the Gen Con GMs.
Spermy The Cat wrote:
Squares are a bad holdover. Diagonal movement rules keep you from having interior spherical maps due to distance traveled diagonally curving "up" when every square is 5'.
David knott 242 wrote:
It says nothing helpful, if I'm understanding the OP correctly.
If it doesn't say anything about the Order of the Torrent's order discipline choices in Path of the Hellknight, then the only source other than that would be Hell's Rebels 2, which is not sanctioned. Based on the AR, Order of the Torrent is legal, but you then have to reference an illegal source.
There is an exception for lich paralysis, which is what Vordakai has.
Paralyzing Touch (Su): Any living creature a lich hits with its touch attack must succeed on a Fortitude save or be permanently paralyzed. Remove paralysis or any spell that can remove a curse can free the victim (see the bestow curse spell description, with a DC equal to the lich's save DC). The effect cannot be dispelled. Anyone paralyzed by a lich seems dead, though a DC 20 Perception check or a DC 15 Heal check reveals that the victim is still alive.
I'm using the term directly from the chronicle sheet. Maybe you can go complain about it to someone else but not me.
How privy is your character to the chronicle? Additionally, we have evidence that things on the chronicle can have alignment impacts on characters, sometimes very directly.
Also, it's not hard to see the following scenario unfold:
Slaagh: “We welcome you to Godhome. You wish to make sacrifice now, or visit? Take holy grub maybe?”
We're talking unprovoked murder here. That quote is the direct quote from the module and is the first thing out of the trogs' collective mouths.
CRB on Alignment wrote:
I'm no huge fan of the alignment system, but such a situation would qualify under the Evil banner for sure, and I'd consider it fairly chaotic as well. The floor is meant to be a non-trap moral quandary - You are welcomed, given a non-violent solution that accomplishes your objective without filling your pockets. There's a puzzle, but it's optional. Hostilities are completely dependent on your actions as a character. If your character opts to be Indiana Jones instead of a gracious guest, you've trended towards neutral and get attacked for it. If your character opts for racism and immediate violence, it's evil.
I'm certainly not planning on punishing a party who wants to solve the puzzle, but the one that walks in like a tactical combat unit intent on slaughter isn't walking away from that unscathed on the alignment spectrum. I would be recording an evil act on the chronicle and reviewing characters to determine if it was a gross violation for divine casters.
My PFS psychic, level 14. He's a much more generic caster given that he's for organized play, so I can't make the assumption that there will be a wizard or similar at the table to take care of the other extensive needs.
I cannot speak highly enough about Will of the Dead. It is truly wonderful at filling holes in coverage. It also allows for interesting mid to late game utility - any undead you come across can suddenly be affected by Feeblemind, for instance, and have a resultant loss in HP that's pretty significant. While I haven't read Hell's Vengeance, I would expect that there are likely places where undead could pop up as side enemies. Given that your primary focus is a mind-affecting spell, this could be a significant utility for you. The only easy-to-skip phrenic power to swap would be Defensive Prognostication, though.
Logical Remove Fear is one of your most important defensive options in the mid-level range until you can get Intellect Fortress I and afford the slots for it. 7 seems like a reasonable choice for when to get Logical Spell based on your chosen specialization and the craft wonderous selection. The big thing is just remembering to take the spell. Until then, make sure to have potions or scrolls of it available.
I'm up in the air about Gifted Adept vs Magical Lineage. ML is going to have a significant impact once you begin using more metamagic feats. You have a lot of them in your line-up. Just something to consider.
So, one of the things that really bugs me about this floor is that the clear change in nature from base troglodytes has not actually resulted in the expected alignment shift away from CE. PCs who succeed at the pitiful DC 6 Knowledge (local) check to identify these guys are going to know that things are weird from the start. After all, Slaagh is speaking in Common, a language that troglodytes don't typically know, and offering the party "holy grub" immediately upon meeting them.
If the PCs go full murderhobo straight out the gate, I would have one of the troglodytes flee ASAP to find Savisk. Once Savisk is dead and unless the box has been triggered, I would have one or two troglodytes cowering somewhere. If the PCs outright slaughter them, definitely an atonement for anyone who doesn't attempt to stop the murder. For clerics and similar, another consideration is the deity they worship - Sarenrae in particular might consider this a gross violation of her tenets.
The most warning I would give players before going down that path is "are you sure?" given that I don't like the idea of this floor being excessively railroady. It's easy to modify the NPC decision tree to impact the characters, though.
You just have it take the form of a raven, which can speak one language of the master's choice.
jon dehning wrote:
That's pretty much what I said when I tried to book a room. I even called the Radisson directly to see if they saw anything different than what I was getting on the website.
The Courtyard Marriott did have some nice rooms available, including the variety that have whirlpool tubs and king size beds. They probably also have classy things, like strawberries dipped in chocolate. The rooms were all renovated last year, which may be part of the reason that I didn't know about that place when I made my reservations last year. The downside, of course, is that the Courtyard is about 5 or 6 blocks away, whereas the Radisson was basically just hopping a fence.
I still drove that distance because I'm lazy and I only got 1 night last year. What a mistake that was...
My interpretation is that the Profession 5 rank unlock doesn't work because standard craft/prof/perform rules for gaining wealth are replaced with the Day Job system. The unlock is effectively doubling the gain under standard rules. If that's how PFS wants to handle it, that's fine. We already have the Street Performer Bard ability clarified that way, too.
Street Performer wrote:
Gladhanding: A street performer earns double the normal amount of money from Perform checks. As a standard action, he may use a Bluff check in place of a Diplomacy check to improve a creature's attitude for 1 minute, after which its attitude becomes one step worse than originally. This ability replaces countersong.
Thinking back to the OP's question, I have to go with the non-lich route. Frankly, eternity is not an appealing prospect once I give it thought. I'm in my 30s now, so I could reasonably get 50+ years of good work done, especially if my first act is to create a Ring of Sustenance to reclaim all the time I currently spend sleeping and eating.
Re: caster class, I'm torn between cleric, druid, and shaman.
Yeah, that's definitely something that invalidates prestige awards and is therefore essentially a class option that replaces PP.
While true, the question immediately becomes one of relative value. Taking one of the best cases for the selection, you could use it to get Diplomacy, Intimidate, or Bluff rather than spending 5 PP for Caravan. If we assume that Caravan is purchased ASAP (let's say scenario 3's completion), there's a whole 3 scenarios where the Vigilante could theoretically have used Entrepreneur (since you can't day job with Caravan on the chronicle you purchased it). Let's also go SUPER CRAZY and assume that the Vigilante hit DC 30 on all 3 of those day jobs (again, at level 1, where it's likely going to require a 16+ on the die with major investment).
225gp + 5 PP vs a class feature. Not only that, but it's competing with Social Grace for the slot at level 1. I think that's a terrible trade. You don't even earn enough gold to retrain out of it, assuming that retraining class features is possible for the Vigilante.
If you instead go for Perform or Profession, you get two of the weakest skill unlocks in the game.
As far as I can tell, there's no adjudicating the Profession 5 rank unlock - it just doesn't work. I'm not precisely sure who would actually utilize the Perform 5 rank, but it's not exactly overpowered. The 10 rank unlocks for both are laughable for the level.
The only defense I can see for the ban is protectionism for the old prestige awards, as you said. I think that's a pretty lame reason to lock out a fairly underwhelming mechanical option that doesn't conceivably imbalance the campaign. I mean, even if you convert that 5 PP into 2 wands + 150gp of other things (level 2 scroll?), that's still just the extra equivalent gold of a 4-5 or 5-6 chronicle, but locked into consumables more or less. Seriously, the biggest possible danger is that a player uses Entrepreneur for level 1, then uses level 1 retraining as soon as they can buy Caravan, but that still doesn't let them spend that prestige on semi-mandatory wands.
I'm a huge fan of using Diabolical Negotiator (Inner Sea Gods) if you're willing to be an Asmodean. The feat allows you to use Int or Wis instead of Cha for Diplomacy and removes the cap on attitude shifting. The prerequisite is something you were probably going to get anyway - Skill Focus: Diplomacy.
Drahliana Moonrunner wrote:
Actual rules for 2 peg legs wrote:
If you have two peg legs, your base speed is reduced to half and you take a –10 penalty on Acrobatics, Climb, and Swim checks. You are immune to damage from caltrops.
There is ZERO evidence that your hands are occupied if you have 2 peg legs.
1. "What mechanical space do I want to play around in?"
Darksol the Painbringer wrote:
As a spontaneous caster, I have a lot of options for Persistent. Here's a PDF of said Psychic, now 14. Typical Persistent spell options: Oneiric Horror, Mental Block, Wall of Blindness/Deafness, Feeblemind, and Plane Shift. You'll also note that I have nothing but Overpowering Mind to increase save DCs. While I'm not batting 1000, I'm still doin' pretty fine.
The other problem is that their applications aren't universal. Let's take our Mental Block spell as an example; it's really powerful for its level, and only certain Psionics, or a Bard, can cast it, so not even a God Wizard can shut down encounters that way.
Yes, and I think that's fine. The Wizard has a better spell list than the Psychic anyway. You'll note that the majority of my spells actually come out of the CRB and the overwhelming majority are shared with Wizard. A single spell is not the be-all, end-all of a character in most situations.
But, if you're running into creatures with strong saves versus Mind-Affecting Effects (or even Immunities to said effects), you just became useless in that fight, Persistent Spell and all. There's also a question as to whether the Persistent Spell effects apply to saving throws after the initial one, as Mental Block gives you a Saving Throw every round.
For Mental Block, sure. Mind you, undead aren't safe from Mind-Effecting vs this character (Will of the Dead), but I can certainly just Plane Shift, Greater Object Possession, or Mass Mydriatic Spontaneity to offensively contribute. By the way, did you know that hitting a lich with Will of the Dead Feeblemind makes them lose a lot of HP? A stock bestiary 1 lich loses 88 of 111 health from that.
Or Haste, Wall of Force, strategically Dim Door/Teleport allies, buff allies... That's all good too.
Depending on what level you're looking at, I might have answers for that. At 16, I get Euphoric Tranquility, which has no save and ends fights. *shrug*
Monster Summoner's Handbook has Dispel Focus and Greater Dispel Focus, worth +2 each. You can also pick up Varisian Tattoo: Abjuration (ISWG) and Spell Specialization: Dispel Magic (UM) for +1 and +2, respectively. You can use Cold Iron worth 1gp as an additional material component to increase your caster level for dispel. If you're feeling really spendy, there's also the orange prism ioun stone (CRB, I think) for an extra +1 caster level.
Darksol the Painbringer wrote:
Metamagic feats are really only for Blasters;
Counterpoint: Persistent Spell. Until you start getting No Save win spells, Persistent drastically increases the odds of a spell successfully impacting an encounter. My 13th level Psychic used Persistent Mental Block (after adjustment, 4th level, base spell is 2nd) to shut off a dragon. There were, of course, other things going on, but Persistent caused the dragon to have a roughly 1% chance of getting out of the effect. It was a CR 17 encounter.
What do you call a dragon that can't remember how to fly and can only full attack? Answer: dead.
I agree with the other posters that Quicken is a higher level metamagic. I would take it no earlier than 13, probably pushing towards 15. 7th level slots make it much more viable.
Her main aspects were:1. Automatic (automagic?) spell learning for Ice, Cure, and a couple others.
2. Runic, which absorbed the next spell with a target.
3. Decent with weapons/armor.
In general, the Rune Knight job focused on antimagic defensive fighting with a small amount of magic to go along with it. Compare this to the Magic Knight (sometimes also called Spell Sword or Mystic Knight, IIRC) that imbued their weapon with spells, the Paladin that was a defensive warrior healer, and the Dark Knight, which did emo self-harming darkness attacks. These 4 jobs were hybrid warrior/casters that focused on the warrior part more than the caster part. As I co-authored a game system based on the E-games, I've got a fair amount of background on this stuff, though it's been a while and we were hybridizing several E-games at once into a single tabletop system, so some design space decisions may not reflect the full canon.
What differentiates Celes from the normal job is that FF VI allowed for characters to learn magic outside of their job. Thus, I'm not really comfortable putting her in the 4-level caster category. My suggestions of Cleric, Oracle, and Inquisitor were around that defensive aspect while still retaining reasonable combat potential. Truthfully, any FF-based character with magic is likely best shown by a spontaneous caster as that's more reflective of the spellcasting of the games, but that's not a hard-and-fast rule. While a Magus would be a good reflection overall, it tends to be a more offensive caster - one I would associate more with the Magic Knight job than the Rune Knight job - so translating mechanics can vary some things here. Also, I was doing what I could to keep within your existing book ownership.
If I were to build a mechanical translation of Celes, I think I would end up going with a Battle Oracle, going heavy armor ASAP via Skill at Arms (remember that Celes was one of relatively few characters who could wear the heavier armor options), and going with defensive options for spells. I would trend towards a physical-heavy stat selection - 16 12 14 10 10 13 before racials, perhaps? - and wade into melee. Eventually, you can work your way up to Spell Resistance and similar defensive options, which mimic the defensive options of the Rune Knight well.
The most difficult translation piece for the Oracle is needing to select a curse. My recommendation would be Legalistic, despite being from a source you don't own (Blood of Fiends). It doesn't dramatically alter what we know about Celes and it allows you to get better at fulfilling promises, which seems appropriate to her.
While you won't have easy access to ice-themed spells, you'll have a strong defensive warrior with some magic to back it up, along with the ability to utilize Dispel Magic as a Runic-like counterspell.
There's no perfect emulation available for the Rune Knight job from Final Fantasy, which is what Celes' ability set most closely resembles. I would agree that the Magus is a relatively good emulation for an offensive interpretation of the character, but I would say that Cleric, Oracle and Inquisitor are all valid choices, as well, and they're available in books you already have. All 3 will provide both natural magic progression and combat competence. If you had APG, I would recommend Shaman and Warpriest, as well. Even Bard can handle some aspects of the character.
What capabilities do you want to focus on? That can help narrow down what we look at.
You must be thinking of a different scenario.
A certain scenario wrote:
Benarry lets the PCs borrow her folding boat
Oh, the sacrifices we make...
Hilary Moon Murphy wrote:
Must be the YMB GMs. We've all followed a former VC's lead with Shaine.
Re: [redacted], I remember your excitement at that table. :-)
John Compton wrote:
I hear a lot more variation on Dreng than Shaine in my area. Most everyone I know presents Shaine as extremely effeminate (after all, Elven genders are feminine and more feminine) and as distractible as a dog when a squirrel runs by. I get the idea that Shaine is high INT and low WIS. Virtually every Shaine voice is done in falsetto, explicitly at a higher pitch than female NPCs.
One of our local VOs has Dreng as a proper Taldan gentleman, while others have him as rather oblivious and still trying to play straight-and-narrow - just starting to lose his edge, as it were. I tend to run him as mentally present, but starting to lose his sight and slightly off when it comes to time, as though he sleeps during the day, though I do tend to think of him as an alcoholic.
My single biggest problem with Osprey is that he seems to be this guy. My perception that he's trending towards Neutral Evil doesn't help my opinion of him, either.
Wei Ji the Learner wrote:
Very few characters have that knowledge in that tier.
Depends on the character. My 14th level psychic does not have rope. He's got flayleaf, so obviously he cares about one type of hemp, but no rope. For virtually any use of rope, he has a non-rope solution that he's happy to employ.
Honestly, "do you even have rope?" is becoming the singular test for Pathfinders anymore. I mostly said it as a joke in my prior post.
Steven Schopmeyer wrote:
** spoiler omitted **
1. I don't remember much about that scenario other than it making me dislike Osprey.3. Haven't done Abducted and I don't recall actually interacting with Osprey other than his name in a book for Siege.
1. She's slowly being turned into a monkey and is in the room with the lich.
2. That's exactly the point: who filled the slots? What's going on there?
4. Yes, and that's why I want to retire EotT and build out the surrounding stories.
Quentin Coldwater wrote:
Reply to your reply, still very Eyes spoiler-y:
1. The important monkey: Kyalla (sp?)
2. Why aren't we calling them the (some integer between 5 and 7)? How was that problem resolved?
3. And they appear in few or no scenarios because of Eyes.
4. Reporting shouldn't be necessary to determine the canon events, especially with 5 years worth of content having occurred since the release of the final scenario.
Steven Schopmeyer wrote:
In much the same way Aram Zey's death was not kept secret?
I haven't had the opportunity to play terribly much of S7, but my interpretation is yes. The events of Captive in Crystal are a great example of addressing the critical issue of Aram Zey's murder.
Eyes of the Ten threads I'd like to see resolved:
1. What the heck happened to the monkey?
2. Assuming nothing good in #1, who "disappeared" from canon or otherwise ascended? Has that not been resolved?
3. What's up with Osprey and Eliza? The latter is rather interesting now that several people have brought her up in the "Badmouthing our bosses" thread.
4. From a continuity perspective, what was the campaign result of the final encounter in part 4? i.e. was the target protected?
Eric Ives wrote:
I would disagree here. While we don't explicitly have a time for the initial "briefing," we do have a description of the first outdoor location, which is described as being "unlit" with illumination from elsewhere making it "dim light." It is most definitely night.
Edit: Sewer Dragons is interesting in that I played it with a True Dragons pregen and thanked Dreng during the briefing for agreeing to assist in my enslavement of the tribe. In essence, I made Dreng even more morally questionable.
Steven Schopmeyer wrote:
I don't quite follow. Are you saying that it cannot be considered canon in future scenarios due to possible spoilers? Because that happens quite often already.
There are specific NPCs who essentially disappear from the campaign in order to maintain secrecy about the events of EotT and, while literal years have passed since those events, there are several outstanding questions that have a great deal of importance to the Society as a whole. While it did address a big part of the Shadow Lodge story arc, I would say that the ramifications of EotT simply aren't apparent outside a pile of proteges and characters who have some new titles. The end result is that the story of EotT simply doesn't matter to the campaign.
In my mind, that's a problem and the only way to address is adequately is to remove the secrecy associated with it so we can explore those stories.
Quentin Coldwater wrote:
I've played Eyes, and I see no reason why it should be retired. The story is a bit old, but it isn't as if it's worthless. I'd be very surprised if it would be retired, it's a great way to finish your PFS career.
I literally just finished playing it and, while it had interesting character development options, it is incredibly dated and its continued legality has reduced options to tell very important stories. I would very much like to see it retired at the end of Season 8 so we could explore those stories in Season 9.
Keith Apperson wrote:
On that note, there's something to be said about the cardboard cut-out nature of characters that are built at higher levels without the early play. I just completed EotT (Keith GM'd it) on my pothead psychedelia psychic, but most of his interesting character development happened during the series because he was a GM credit baby through level 8. His prior "experiences" via chronicles did result in character growth because he wasn't reacting to the the scenarios - at the time I was running the modules, he was an amorphous credit blob and he never interacted with other characters.
I recently implemented a personal policy that I will not accept GM credit except to bypass level 1. All of my higher chronicles just become level 1 equivalents. Yes, this means I have something like 5 blobs that I haven't started, but they'll progress with actual experiences, not just mechanical ones.