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Sargavan Pathfinder

Serum's page

FullStarFullStar Pathfinder Society GM. 933 posts. 1 review. No lists. No wishlists. 8 Pathfinder Society characters.


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Shadow Lodge

How does Shadow Well prevent extraordinary detection?

Shadow Lodge **

Jeff Merola wrote:
Serum wrote:
Kevin Ingle wrote:
Nicholas Milasich wrote:

I would rule that while poorly worded, Shield master is designed to remove the off-hand attack penalty for shield bashing. It does not negate the two-weapon fighting penalty of -2, nor does it negate the power attack, prone, etc. penalties. It's a good enough feat as it is.

What is this?
The context is "while two-weapon-fighting with a shield in the off-hand". That is, -2 for a light shield and -4 for a heavy shield.
Yeah, uh, note that the question was about a post that said it removes the off-hand penalty but not the TWF penalty.

Oh dear. Yeah, there's no such thing as an off-hand penalty that isn't a TWF penalty.

Shadow Lodge **

Kevin Ingle wrote:
Nicholas Milasich wrote:

I would rule that while poorly worded, Shield master is designed to remove the off-hand attack penalty for shield bashing. It does not negate the two-weapon fighting penalty of -2, nor does it negate the power attack, prone, etc. penalties. It's a good enough feat as it is.

What is this?

The context is "while two-weapon-fighting with a shield in the off-hand". That is, -2 for a light shield and -4 for a heavy shield (and much worse if you managed to skip the two-weapon-fighting prerequisite).

Shadow Lodge

I took a look at your last build where you firmly stated that

Quote:
By RAW multiple Aid another actions on the same bonus stack this is regardless of the source since the bonus is nameless.

I thought bonuses from the same source don't stack, regardless of whether or not it was nameless.

Quote:
Bonuses without a type always stack, unless they are from the same source.

I guess you are discounting this based on the fact that it shows up in the magic section of the rules?

Quote:
Multiple characters can aid the same friend, and similar bonuses stack.

Otherwise, I don't see how this quote let's you ignore the above.

Shadow Lodge **

1 person marked this as a favorite.
Carla the Profane wrote:

I keep a wall of stickers like that. I do it more in terms of "those who died with courage have their names engraved on this wall". I love the look on player's faces when they see it for the first time.

I don't play versus the players, but death is inevitable sometimes... though I get where youre coming from. If the players only knew how much I cared for them... x)

Badges of Honor:
My wife forces me to keep every reporting sheet where I TPK a party, and display them on the front of my GM binders. This way I am reminded of the shame I have brought upon her. :(
Shadow Lodge

Magda Luckbender wrote:

@Serum: You might be right. I go almost entirely off the pfsrd, and buy all the required Paizo source as a PDF. I rarely bother to download and read the watermarked PDFs. That's what I did in this case: I bought the Blood of the Moon Players Companion PDF for $8.99. I've never downloaded it. I'll have to read up and verify what you say. If so, that's too bad and I wasted $8.99, but doesn't really hinder Ben's build. Swamp's Grasp is his secondary technique to create difficult terrain. Thanks!

off-topic PFS:
Are you only ever playing play-by-post? If you're not, you need to have at least printed out the pages that include every ability used from the water-marked pdfs. You also probably want to look at the additional resources page whenever you're pulling stuff out of soft-cover material (if not when looking at any material).

Also, Archives of Nethys provides a fairly quick way of seeing what's PFS legal and what isn't, at least when browsing.

Shadow Lodge

Another idea would be using Winter's Grasp, but would require some way to negate the cold damage or the entangle for your melee party.

Or you just use it when you've got a primary ranged party, since it throws down difficult terrain and entangle in a full 20ft radius, with the entangle resetting every turn.

Shadow Lodge

I'm seeing a small problem. I don't think Swamp's Grasp is legal for PFS.

Additional Resources wrote:

Pathfinder Player Companion: Blood of the Moon

To create a skinwalker (which includes all were-kin), you must have a Chronicle sheet that opens the race as a legal option at character creation.

Note: Racial feats, racial traits, and racial spells are only available for characters of the skinwalker race. Racial equipment and magic items can be purchased and used by any race as long as the specific item permits it.

The becoming a lycanthrope section of this book is not legal for Pathfinder Society play unless noted on a future Chronicle sheet.

Equipment: all equipment on page 30 are legal; Magic Items: all magic items on pages 30-31 are legal; Mystery: the lunar mystery is legal for play.

This listing only seems to show what is legal. It doesn't include new class abilities aside from the Lunar mystery.

(I love the idea, though!)

Shadow Lodge

3 people marked this as a favorite.
John John wrote:
Ashiel if you look at everything from an optimizers perspective the higher you go at levels, the more optimizing is possible, the strongest the monsters must become, which in turn requires everyone to optimize, which in turn turns everything in nuclear weapon rocket tag. Not everyone enjoys nuclear weapon rocket tag.

Ashiel generally argues that if the PC party is competent, the game doesn't turn into rocket tag, regardless of what the DM throws at the PCs.

Shadow Lodge

Hi Rob,

Apparently, just like the original post in this thread states, James Jacobs can't answer everything, and that you're the go-to guy (along with Adam?) on Irrisen!

I've been spending time GMing the beginning of Reign of Winter, and somehow I've gotten interested in how Irrisen's climate works. How has Irrisen's magical winter has shaped its environment? How do you feel about my take on it?

I guess all my questions are just specific parts of the more general question:
How does Irrisen (especially Hoarwood) maintain its image of what seems to be permanent Siberian winter, complete with forests and snow-fall?
Admittedly, the extreme north of Siberia is largely tundra, and from how the Irrisen campaign setting reads, perhaps everywhere aside from Hoarwood is tundra or glacier. I also assume some form of winteryew must be ubiquitous across the nation, despite only Hoarwood having a visible forest on maps (otherwise there'd be no food chain for all the dangerous monsters to exist!).

My own investigation started when I realized that none of the rivers (nor the lake) in Irrisen are frozen, and ballooned from there. At this point, I've spent a couple days researching the hydrological cycle, plant activity during winter, and supplementing my own knowledge about winter in general (and largely answered my original question along the way!).

Some more specific leading questions, and my conclusions so far::

1) What is the temperature range in Irrisen? How frequently is it above 32°F and for how long? Does it get colder during winter, or does the supernatural weather keep the temperature range roughly constant throughout the year?
It is stated, at least in year 4713, that the summer temperature in Irrisen has highs and lows between 40°F and 0°F (Fort saves every 10 minutes). The winter months would frequently go below 0°F, unless the supernatural weather prevents this.

I don't believe the temperature will ever be high enough for a long enough period of time for there to be any ground thaw. In the Arctic regions on Earth (and supposedly the Crown of the World on Golarion), the summer months include periods of time where even the daily temperature lows are above freezing, allowing for some amount of ground thaw to take place. This is due to near 24-hour daylight, which Irrisen doesn't have. As such, during periods above freezing, any snowmelt is unlikely to absorb into the ground, so the majority of the snowmelt will be absorbed into the air, run into a nearby river, or mostly just refreeze in place.

2) How frequently does it snow in Irrisen?
My guess is quite a bit, especially during summer, when the warm winds carrying large quantities of water vapor from the oceans west of the Land of the Linnorm Kings (LotLK) hit the magical temperature barrier on Irrisen's border. This sudden temperature drop should result in a large amount of precipitation (as snow) as the air's capacity to hold water drops. There is likely less snowfall in the winter months when the LotLK's own air temperature is low and is less able to transport water vapor to Irrisen.

In combination to my conclusions in 1), there is a large amount of precipitation that cannot easily be removed from the country. After 1400 years of snowfall, Irrisen is likely sitting on top of a glacier. Even worse, the towns and cities are either continually manually cleared of snow (luckily most of them are on a river where they can dump it) and sit in a valley compared to the surrounding countryside (which has 1400 years of snow build-up), or they must be continually built up.

Interestingly, if the eternal winter is suddenly removed from Irrisen, massive flooding would occur during the spring and summer with the destruction of most, if not all, settlments in Irrisen and the LotLK.

My conclusions to this question don't take into account the existence of any other mitigating factors (one of which is discussed below).

3) Why are none of Irrisen's waterways frozen?
Glacier Lake is fed by underwater hot springs. There are apparently enough to keep the water above 0°C. The lake is primarily fed by the two rivers, the Marbleflow and the Frozen Road.

The Frozen Road only starts freezing year-round once it enters Irrisen from the Realm of the Mammoth Lords (RotML), but there is enough turbulence caused by new water from the RotML that any ice that forms is continually pushed ocean-ward. The Gullik/Foxflow Rivers should behave similarly. Despite this, ice builds up in the river, and it is expressly stated that the Frozen Road is continually ice cleaved (ice is manually broken up with breaker barges). I can only assume this occurs on all the rivers, especially the Rimeflow river that is at least as long as the Frozen Road but whose only tribuataries are the Glacier Lake, kept just above freezing by hot springs, and the Iceflow River, whose major source would be glacier melt from north of Irrisen's borders during the summer. Incidentally, this should mean that the Iceflow is completely frozen during the winter months (possibly? There might be enough groundwater flow year-round from the glacier to counteract this).

The Marbleflow River begins on the Irrisen side of the Kodar mountains. With very little snowmelt in the mountains (due to the supernatural winter), the Marbleflow must be entirely sourced by hot springs or aquifers from the Varisian side of the Kodar mountains or there would be no flow.

This question apparently isn't terribly difficult to answer, assuming there is some way to allow groundwater to flow!

4) How much plant life exists in Irrisen?
It is stated that most plants aside from the winteryew are either dormant or dead. My inclination goes towards everything on land is dead except for the winteryew. Indeed, with an average temperature far below the melting point, any seasonal plants would have died in the very first year, and none of their seeds would ever grow to create new plants. Naturally, evergreens would have gone dormant, then died of thirst as the water stored eventually left the plant via transpiration, with no waterway remaining for nutrients to keep themselves fed. I think 1400 years of winter is enough to kill even the hardiest dormant trees. However, it is stated that the evergreens are locked into eternal hibernation, so I guess Baba Yaga's magic could have intentionally cryogenically frozen them. Note that, from 2), the massive build-up of snow would eventually cover most of the plants and they would disappear from sight.

With the hot springs in Glacier Lake, it likely contains a decent variety of hardy underwater plants that would provide for the lake fauna and surrounding settlements.

That leaves the winteryew, which uses magic to sustain itself in some way. Assuming that the tree acts like a plant (and doesn't just conjure nutrients & water for itself), the magic likely finds some way to convert the ice in the ground into water so transpiration can take place indefinitely. The simplest way would be for the roots to be a magical heat source that thaws the ground around it so that water can flow, and nutrients can be absorbed. Similarly, the winteryew seeds that are so necessary as a food source for both the wildlife and the human population might be heated so that once dropped they melt through the snow before taking root in the ground. This doesn't need to be much, as they could germinate during periods of melting, but they do need to reach the ground beneath the snow itself, then be able to grow back out of it.

Winteryew heat production has a secondary effect: deeper roots could be able to heat the ground enough to permit groundwater flow and and a water table wherever a gathering of winteryew exists, potentially counteracting the snow build-up discussed in 2). With this, the idea of Irrisen being an "idyllic" winter Siberia can still exist. Snow-fall and blizzards occur, but there is rarely more than a couple feet of snow on top of the ground, as the winteryews melt it behind the scenes. The water flows into the rivers and lakes, helping to add turbulence to break up ice formation.

I'm sorry for the (even more) massive amount of text, but I hope my enthusiasm and fascination with the subject comes across.

Shadow Lodge

Fair enough, thanks James.

Shadow Lodge

Hi James,

I've been spending time GMing the beginning of Reign of Winter, and somehow I've gotten interested in how Irrisen's ecology works (please note for anyone else reading, this post includes minor spoilers regarding the weather in parts of the Adventure Path, although most of my information comes from the Campaign Setting books). I am wondering whether your thoughts on it are similar to my conclusions, or if not, where I've gone off-base.

It started when I realized that none of the rivers (nor the lake) in Irrisen are frozen, and ballooned from there. At this point, I've spent a couple days researching the hydrological cycle, plant activity during winter and supplementing my own knowledge about winter. Here are my questions, and my conclusions so far:

1) What is the temperature range in Irrisen? How frequently is it above 32°F and for how long? Does it get colder during winter, or does the supernatural weather keep the temperature range roughly constant throughout the year?
It is stated, at least in year 4713, that the summer temperature in Irrisen has highs and lows between 40°F and 0°F (Fort saves every 10 minutes). I assume that the winter months frequently go below -20°F, unless the supernatural weather prevents this. Regardless, this means that there is some snowmelt any time the temperature increases above 32°F, resulting in a short melt season. It is unlikely that the ground will absorb the snow melt very far due to the sheer amount of snow present and the thick permafrost (which forms when the average temperature of a region is below 36°F) that is going to be pervasive throughout the entire country. A water table might develop during the summer? Overall, this means that the majority of the snowmelt will be absorbed into the air, run into a nearby river, or just refreeze as ice in place.

2) How frequently does it snow in Irrisen?
My guess is quite a bit, especially during summer, when the warm winds carrying large quantities from the oceans west of the Land of the Linnorm Kings (LotLK) hit the magical temperature barrier on Irrisen's border. This sudden temperature drop should result in a large amount of precipitation (as snow) as the air's capacity of water vapor drops. There is likely less snowfall in the winter months when the LotLK's own air temperature is low and more precipitation occurs there.
I find that this actually would create a large problem where, in combination to my conclusions to 1), above, there is a large amount of precipitation, and very few ways of removing said snow from the country (the very short melting season). This means that after 1400 years of precipitation, Irrisen is likely sitting on top of a glacier. Even worse, the towns and cities are either continually manually cleared of snow (luckily most of them are on a river where they can dump it) and sit in a valley compared to the surrounding countryside (which has 1400 years of snow build-up), or they must be continually built up.
Interestingly, if the eternal winter is removed from Irrisen at this point, massive flooding would occur during the spring and summer with the likelyhood of most towns in Irrisen and those in the LotLK near the Rimeflow would be wiped out, with many resulting deaths.
This conclusion precedes the existence of any other mitigating factors (one of which is discussed below).

3) Why are none of Irrisen's waterways frozen?
Glacier Lake is fed by underwater hot springs. There are apparently enough to keep the water above 0°C. The lake is primarily fed by the two rivers, the Marbleflow and the Frozen Road. The Frozen Road only starts permanently freezing once it enters Irrisen from the Realm of the Mammoth Lords (RotML). This means that any ice that forms is continually pushed ocean-ward by new water from the RotML. The Gullik/Foxflow Rivers should behave similarly. Despite this, ice builds up in the river, and it is expressly stated that the Frozen Road is continually ice cleaved (ice is manually broken up with breaker barges). I can only assume this occurs on all the rivers, especially the Rimeflow river that is at least as long as the Frozen Road but whose only tribuataries are the Glacier Lake, kept just above freezing by the hot springs, and the Iceflow River, whose only source would be glacier melt from north of Irrisen's borders during the summer. Incidentally, this should mean that the Iceflow is completely frozen during the winter months. The Marbleflow River begins on the Irrisen side of the Kodar mountains. With very little snowmelt in the mountains (due to the supernatural winter), the Marbleflow must be entirely sourced by hot springs or be completely frozen year round.

4) How much plant life exists in Irrisen?
It is stated that most plants aside from the winteryew are either dormant or dead. My inclination goes towards everything on land is dead except for the winteryew. With an average temperature far below the melting point, in the very first year, any seasonal plants would have died with their adaptation for repopulation in the spring never taking place. Evergreens would have gone dormant, then died of thirst as the water stored eventually left the plant via transpiration, with no waterway remaining for nutrients to keep itself fed aside for a very small water supply during the melt season. I think 1400 years of winter is enough to kill even the hardiest dormant trees. From 1), the massive build-up of snow would eventually cover most of the plants and they would disappear from sight.
With the hot springs in Glacier Lake, it likely contains a decent variety of hardy underwater plants that would provide for the lake fauna and surrounding settlements.
That leaves the winteryew, which uses magic to sustain itself in some way. Assuming that the tree acts like a plant (and doesn't just conjure nutrients & water for itself), the magic likely finds some way to convert the ice in the ground into water so transpiration can take place indefinitely. The simplest way would be for the roots to be a magical heat source that thaws the ground around it so that water can flow, and nutrients can be absorbed. Similarly, the winteryew seeds that are so necessary as a food source for both the wildlife and the human population might be heated so that once dropped they melt through the snow before taking root in the ground. This doesn't need to be much, as they could germinate during the melt season, but they do need to reach the ground beneath the snow itself, then be able to grow back out of it.

Winteryew heat production has a secondary effect: it could provide the country with a water table wherever a gathering of winteryew exists, potentially counteracting the snow build-up discussed in 2). With this, the idea of Irrisen being an "idyllic" winter Siberia can still exist. Snow-fall and blizzards occur, but there is rarely more than a couple feet of snow on top of the ground, as the winteryews melt it behind the scenes. The water flows into the rivers and lakes, further pushing any ice formation ocean-ward, with help from the ice cleaving companies, allowing the rivers to remain unfrozen.

Thanks for reading. I've spent a bunch of time thinking about this, and had to get it in some format.

Shadow Lodge

Seems fine, really.

Shadow Lodge

There is no trail for my PCs to follow between the lodge and the portal (it's been snowing for a week), and the PCs straight up killed Rokhar, so the only clues they have to where the portal is the map with the X at the portal, and the X's at the possible ambush sites, and Rokhar's apparent plan to back stab the fey (huge stockpile of alchemist's fire, among some other things).

Upon finding Argentea, they brought her back to town, then since they were in town anyway, they went to check out all of the X's that were along the road (potential ambush sites). They didn't find much other than some more trees decorated with ravens, but the process took enough time that they weren't going to reach the lodge until evening, so I decided to through the full goblin band in.

It worked pretty well in the end. The exhausted goblins performed as expected, performing as distractions while the fatigued goblins went to work on the characters who came close. Ended up with two characters diseased (although they don't know it yet), some scary moments with the goblin dogs charging the wizard who killed their master, but they managed to force the goblins into a panicked escape to their freezing deaths after the party killed both their adept and their leader.

Keeping track of so many characters was a good test of Combat Manager.

Shadow Lodge

Yeah. It's going to be interesting. My largest issue with my party so far is trying for longevity and avoiding forcing a 15 minute adventuring day, while still having interesting encounters. My party consists of: Sorcerer, Wizard, Melee oracle, Caster Wild-Caller Summoner w/ Quad Eidolon. As such, for the first couple levels they are extremely reliant on daily resources to get through even average CR encounters, especially since their bodies are very fragile, except for the oracle. Examples: their first session had them forced to turn around after the tatzlwyrm encounter, and fighting Rokhar's raiders plus the frost skeletons upstairs completely drained them of their resources after only one previous encounter. They had to run away after finding out Rokhar was raising the corpses downstairs. Luckily, they are now level two after killing Rokhar, so they have a bit more resources.

Here's my current scenario:

My party just finished killing Rokhar (who stupidly sent out his reanimated frost skeletons into the snow where the PCs could range kill them all), while Izoze watched. When they went back to Heldren to return the Argentea, she went and reported back to Teb.

1. The bridge fight is interesting enough that I want Teb to tell her to go back to her watch post and then harass them if they try to cross the bridge. (1 encounter, CR 3, +1 CR for bridge fight -1 CR for fleeing at half health). At the same time, this fight can be insanely dangerous if they're not super careful.

2. Next are the ancient invaders, interesting just because it shows a tiny bit of insight as to what Rokhar was doing and/or provides some misdirection (Rokhar's dead! Why are there still frost skeletons wandering about?!). (CR 2, will definitely use up resources, either spending ranged resources, or healing up once in melee)

3. Frost firs are sort of a throwaway encounter. I would like to keep it because their description in the back sets up a nifty random encounter in book 2 with a larger grove + elder fir + pit traps. Maybe I can move it to after the hut? (CR 3, with a near guaranteed surprise round, this will use up resources)

4. Trap! Hit-or-miss. However, I've already given them the seed with the weasel and the hunter, so this is a relatively interesting side story-line. Maybe I should cut the trap and the weasel entirely, or maybe I should just combine them with the hunter into one encounter (otherwise, Dryden should really be mutilated beyond all recognition with the starving and desperate weasel having either eaten him right then and there, or dragged it back to whatever lair it might have found).

5. Maze, no resources expected to be expended, although I'm tempted to add persistent, just because that's the only way I find haunts to be actual encounters as opposed to just a trap. Since it's just scare being cast, the only issue the party should have is getting everyone through.

6. Guardian Doll. Needs to be here. If provoked, fighting to the death is probably preferable to having her run away and come back later, just to reduce resource consumption.

7. Another Trap! Again, hit or miss, but I don't know if this one adds anything at all.

8. The weasel, as I said above, might be turfed as a combat encounter, and they just find it somewhere as having bled out after escaping the bear traps.

9. Ambush! Some sort of final encounter with Izoze is required, as it will give closure to the oracle (who replaced Yuln as the one who escaped Argentea's caravan and personally saw Izoze turn his captain into an icicle), and some satisfaction for everyone else after the bridge. This is probably fine as that encounter, whenever they sleep for the night.

So, if I keep everything, that's 6 combat encounters, with 3 trap encounters, all with a CR higher than average before they're expected to be able to completely rest, all with a party who needs a minimum of 9 hours straight to get their resources back. Yikes.

I also spent quite a bit of time adding in two custom 'random' encounters that I want to use in some way.

1. A goblin warband of 14 warriors, 1 adept, 1 mounted leader, and 3 goblin dogs have gotten lost in the woods, and are going in circles. They are all suffering from frostbite (all are either fatigued or exhausted) except the adept, who has been casting endure elements on himself. Six warriors and 1 dog have collapsed and most have been left behind (1 or 2 are being taken along as emergency rations). Two of the goblins have been stricken with chillbane shakes. If they spot the PCs they attack immediately to go after potential food, firewood and their warm clothing. Encounter make-up:
3x exhausted goblin warrior 1 (aid the healthier goblins)
2x exhausted & sickened goblin warrior 1 (contagious & aid the healthier goblins)
3x fatigued goblin warrior 1
1x fatigued goblin warrior 2 on goblin dog mount
1x goblin adept 1 with one spell: bless
2x fatigued goblin dog (one mount, one pack animal)
All have taken nonlethal damage (except for the adept), on average by 1/6.
Counting the exhausted & sick goblins as CR 1/8, the fatigued goblins as CR 1/4, the leader and adept as CR 1/3, and the goblin dogs as CR 1/2 gives me an XP of 1220, or a CR 4 encounter. I could also drop 1 dog, 2 fatigued warriors, and 1 sick for a CR 3 encounter.

Probably the most dangerous part of the encounter is if they get the drop on the PCs and open fire with their shortbows from 60ft. Sure, they're firing at serious penalties, but there's still 10 projectiles in the air per turn until the PCs are able to engage them.

Ideally, this encounter would be before they get back to the lodge.

2. An encounter with a bunch of frozen 3 frozen slime molds (1 adult, 2 young). They have gone into "hibernation" under the snow and are only woken when the PCs step on them. Due to being cold, they are staggered, and since they were sleeping, there is no surprise round, and the other two are only woken if they are stepped on.

I think this encounter would be fine once the PCs rest after the ambush (and before the fight with

As both encounters deal with creatures from Taldor unaccustomed to the sudden winter, I would rather they take place on this side of the portal (especially since every single encounter so far has otherwise been against something from Irrisen).

Comments on anything in this post?

Shadow Lodge

Has anyone actually had both the guardian doll and Izoze attack in the same night, or have all the PC parties attacked the doll on sight?

Specifically, the AP assumes that the PCs will have to rest for the night just before they get to the portal area, at which point Izoze and Squald ambush them. However, Thora's strategy also states that she lets the PCs pass her hut, only pursuing them after they leave, and preferably attacks them in the night.

Add in the weasel that may have escaped, and the PCs could be in for a rough night!

Shadow Lodge

Has there been any update to this?

Shadow Lodge

Ascalaphus wrote:

So from the monster's perspective, it's okay that the first one is just going to get killed running in, hoping that the second one can kill the wizard with one hit? Because if you don't, you've just surrounded yourself with PCs about to engage in a full attack.

These tactics smell like a suicide bomber trying to do the most damage, not monsters being smart and caring about their own survival.

What's this about a full attack? If the opponents are actually going through the effort of ignoring the martials to take out a caster, then why wouldn't they follow through and put themselves 10ft away from said martials?

Shadow Lodge

Flawed wrote:
With your other domain you could choose a regular Irori domain or go for some alternate flavor and grab an Inquisition. Spellkiller grants Disruptive and is great for dealing with caster types; Redemption is a quick +2 to diplomacy, perception, and sense motive; Possession grants a +2 vs charm and compulsion subschool; Persistence grants Step-Up and a swift action to increase your land speed by a +10 enhancement; Anger gives a 1/day immediate action to attack someone who just hit you; Black Powder gives Exotic Weapon Proficiency (Firearm).

Clerics of Irori can't have most of those inquisitions, unfortunately.

Shadow Lodge

1 person marked this as a favorite.
thegreenteagamer wrote:
Flutter wrote:
I am taking the trait "Eye for Talent" in lieu of my bonus feat.
Why? There's this feat, Extra Traits, gives you TWO traits. Do that instead. Then you get Eye for Talent AND something else useful.

That feat does not do what you think it does. Race Traits are not Racial Traits.

Shadow Lodge **

BigNorseWolf wrote:

** spoiler omitted **

Veteran's Vault:
It's even worse: being blind causes every square moved to cost two, as it counts as having poor visibility (which stacks with being blind causing you to go half speed or make acrobatics checks for full speed) as per "Hampered movement" in the CRB. On the other hand, if you move half speed, you avoid the caltrops, which is the same half speed that you don't need to make Acrobatics checks for blindness.

This still doesn't disregard the 'effective' 1/4 speed for being blind or the further reduction of speed due to not noticing the caltrops and stepping on one (yuck 1/8 speed reduces everyone to full-round action 5 ft moves, although succeeding at Acrobatics allows you to go back up to 1/4).

Shadow Lodge

1 person marked this as FAQ candidate.
Fromper wrote:
DR protects against everything except energy damage, or a specific damage type that overcomes it.
I guess you consider the bolded sentence in the entry as flavor text?
PRD UMR wrote:
Damage Reduction (Ex or Su) A creature with this special quality ignores damage from most weapons and natural attacks. Wounds heal immediately, or the weapon bounces off harmlessly (in either case, the opponent knows the attack was ineffective). The creature takes normal damage from energy attacks (even nonmagical ones), spells, spell-like abilities, and supernatural abilities. A certain kind of weapon can sometimes damage the creature normally, as noted below.

Why does the bolded sentence get ignored in favour of the italicized sentence when they don't contradict each other?

Shadow Lodge

Here's something that may or may not come up:

Damage Reduction only reduces damage from weapons. Energy Resistance only reduces damage from specific energy types.

Hardness reduces damage from all sources. That includes falling, cavern collapses, spell damage as from spiritual weapon, lantern archon attacks, etc

Shadow Lodge

LazarX wrote:
Kudaku wrote:

I wouldn't say the cleric list sucks, but I think it was written by a writer who was very aware of the knowledge that the cleric gets access to every spell on his list automatically. That means there's a lot more room to design "narrow" spells or divide spell effects up between different spells.

Which in turn is kind of frustrating when you're trying to make the Oracle's limited spells known cover everything a cleric is expected to handle.

Just as trying to wizard as a sorcerer is a task asking for trouble, the same is said for oracles trying to do the same thing with clerics. You have to be a focused caster with limited room for flexibility.

Both the sorcerer and oracle need to cherry-pick from their own respective lists, true, but the oracle's choices very quickly boil down to "Which incredibly niche spell do I want to be able to spam?", while the sorcerer still has loads of good multi-purpose or generic spells to choose from.

Shadow Lodge

Fromper wrote:
terraleon wrote:
Along with it? Being told the damage from *falling* was halved by hardness.
Yeah, when I played 6-02, I dropped two robots into a Create Pit spell, and did no damage. But DR would have done the same thing in that case. I was just happy to divide the enemies so we could fight less of them at once, which worked out great for us.

Falling damage isn't considered weapon damage, is it?

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Pirate Rob wrote:

When I played it, our Silver Crusader paladin was wrestling with this exact issue.

After winning the first bid our Magus used his familiar to pickpocket some extra coins from our identified enemy.

We ended up easily winning all 3 slaves, of course he was clever enough to figure out what was going on and jumped us in the alley afterwards

We didn't win a single bid, and the way our GM rolled, there was no way we could've unless we decided we only wanted two. Breaking the rules of the auction isn't exactly one thinks of when you've been told by your faction leader that she'd rather you get them back lawfully.

What also doesn't make much sense is that fighting in the streets over one slave is going to cause the same kind of commotion that fighting over three slaves is. Both are going to cause the same amount of fighting, draw the city watch, and grievances from the trader. Telling the authorities "but we only stole one slave, not three!" or "the one slave we commandeered from that man was a valiant crusader!" isn't going to make the Society or the Crusade look any worse than if you took all three from him.

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Dorothy Lindman wrote:
Belafon wrote:

As for the "successful merchants" it all comes down to what the equilibrium condition is (and how much collusion is going on). The minimum bid is 200gp (converted). The scenario doesn't say how the bids are collected, but I would think that the bidders wouldn't have a chance to see how many others are in that round. Presumably Stig loses some money if only one person bids, making it a good transaction for the buyer. If two or three bidders emerge he makes money. On the exotic slaves - like these with three class levels each - he can usually expect multiple bids. This is where his real money is. He has a product that is difficult to find elsewhere, so people are willing to play by his rules.

So a good bidder could "steal" value by placing low bids on slaves he thinks will not draw other bidders. And Stig's "all ties lose" policy encourages someone who made a small profit off an unchallenged auction to place a moderate bid on the really high-value slaves. It's gambling, but with a potential high payoff. Presumably the merchants think a risk of 275 gp is a better deal than getting in an open auction for a slave that may go for more than 500gp.

That was my original question: are the slaves so valuable or rare that people would put up with this set up? Or are they being sold at a high percentage under value? I don't get that sense from the scenario at all, but if we're allowed that much leeway, that's how I would prefer to explain it.

Belafon wrote:
Bear in mind that these merchants MAY have some mathematical prodigies who can spot the edge Stig has (which isn't ridiculously huge or everyone would see it) but applying...

Actually, Stig never loses--he has a minimum bid that he would (presumably) be OK with. He either sells the slaves at his minimum bid and goes home, or he gets at least double his minimum bid. That's a really good return.

I also figured that some smart statistics person could explain to me how this set up could possibly work. Because...

Given that 8 bronze is equivalent to 200gp, and the slaves being sold are relatively powerful classed martials, my party was thinking that the price for them was too low.

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You don't get a generic skeleton, though. You get a skeleton with HD equal to your level. There are no generic human skeletons straight out of the bestiary with 2+ HD.

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Wow, how does a Silver crusade member manage to get her second prestige without bidding 13 coins on two and saying "screw it" on the third? What kind of logic goes into that without having read exactly what said success condition was?

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boring7 wrote:
If memory serves, "counter and dispel" is different from "Counter" and "Dispel". It means both spells stop working.

Your memory does not serve.

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Major_Blackhart wrote:
He still wants the warhammer, so he'll probably just go for the Adopted by Dwarves racial trait.

Which doesn't get him what he wants, since racial traits are not race traits.

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Charon's Little Helper wrote:
The Fox wrote:
Finlanderboy wrote:
What is so wrong with treating people how they want to be treated...?
Quoted for truth!

Depends somewhat how they want to be treated.

I want to be treated to apple pie and by everyone giving me $50 each time they see me.

So far I am dissapoint.

...are you giving others apple pie and $50 every time you see them?

If not, I think you may not be reading all of the statement!

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Spook205 wrote:
And unlike a fiend, he again has the benefit going for him that parties don't tend to load up on axiomatic weaponry any more then they load up with anarchic weaponry. The only part member who defacto hits him at full strength is the monk.

And anyone with a +5 weapon.

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Aelryinth wrote:

Ah, so the paladin acting on his Detect Evil to guide his actions is okay, but the barbarian trusting the paladin and his own instincts to back them up is not.

Mmm, yes. Double logic standards, here.

==Aelryinth

If the paladin had swung his greatsword at the mayor and split his head open in the middle of the feast...I think we would be saying the exact same thing.

Shadow Lodge

Aelryinth wrote:
Ashiel wrote:

I'm also in agreement that Witchfires are a sick joke. An 8d6 touch attack with a DC 22 save or become vulnerable (+50% damage) to their attack is harsh to begin with (especially combined with their formidable defenses), but if you meet one with the Vital Strike feats, just run for your lives.

The standard witchfire qualifies for vital strike, which allows her to smash someone for 16d6 fire damage as a standard action. Then if you fail a DC 22 Will save after the touch, you're effectively getting smashed for 34d6 fire damage every round thereafter. At CR 9. Yeah...

EDIT: Which is coupled with at-will SLA invisibility, the ability to summon 0-2 will o' whisps, and a +10 Initiative. An invisible incorporeal creature is effectively super-invisible since they don't make sound unless they desire, they have no scent, they don't move objects, and now you can't see them, so they're pretty much certain to get the opening attack, and kill someone on round 1.

Surprise: Witchfire moves up to the party's Fighter under cover of invisibility with a +39 Stealth (and scent, blindsense, and blindsight do nothing) and smashes said warrior for 16d6 (56 average) damage on round 0.

Round 1: A weak-willed character is probably going to fail a DC 22 save at this level, so on the next round, the warrior gets smashed for an average of 84 damage, for a total of 140 damage, then the witchfire sinks into the ground gaining total cover.

Round 2: The witchfire, while chillin' in the ground, becomes invisible again and using its brilliant intellect decides to screw with the party by letting them buff up and get ready to fight, and then just not fighting them, wasting their resources.

Round ??: The witchfire follows the party and waits until they rest. A 16d6 coup de grace is pretty much 100% foolproof.

I'm pretty sure you can't Vital Strike a touch attack or a ranged touch attack, both attacks the Witchfire has are those. If you can, then Shocking Grasp and Ray-users just got a...

Vital Strike requires the attack action. Abilities that involve touch attacks are their own, separate, standard actions.

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dot

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SCPRedMage wrote:
Serum wrote:
Regarding Gods' Market Gamble:** spoiler omitted **

Spoiler:
/shrug. She's in a position with cover and a cloak. It's unlikely the witnesses ever see anything except for said cloak.

Anyway, this has all been covered in the Gods' Market Gamble GM thread. I was just pointing out that if a BBEG's entire motivation for being in a fight with the PCs is to kill the PCs, it's probably not in character for him not to kill the PCs.

Frostfur Captives:
Consider the final encounter for this scenario, where their enemies specifically don't care whether the PCs live or die, as long as the goblins die.

Shadow Lodge

Cleave Through is also useful.

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Gregory Connolly wrote:
Anything immune to mind effecting is gonna ruin them.

Nothing in the OP's list of tactics is mind affecting.

Things that will work against the current tactics (not so much against Dazing Fireball):
-use more creatures, higher HP characters. The listed daze effects only last one round. It's a lot harder to mop up everything if they can't kill everything while they are dazed.
-start combat from further away. The listed tactics only work at <30 ft.
-Include creatures with high will saves / channel resistance.
-include more combats in a day to stretch their resources.

Shadow Lodge

Quote:
Neil Spicer's suggestion of giving the arctic Tatzylwyrm a burrow speed in place of his poison breath (I so hope I get to pull the sorcerer beneath the snows).

Like I suggested in the Snows of Summer thread, I would replace the climb speed with the burrow speed, so that the tatzlwyrm can drag the wizard 10 feet and deal strength damage instead of raking (which will quickly kill him outright). Otherwise, you're likely to force a return to home or a player death on the third encounter of the day.

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Mistwalker wrote:
Serum wrote:
Regarding Gods' Market Gamble:** spoiler omitted **
** spoiler omitted **

Spoiler:
True, and I believe that's what happened when I ran it as well. The guards take minutes to show up even after the PCs win. After the last PC went down, I decided that I would roll the d4, and if it showed a 1, the guards would show up while she was trying to finish them off and have to run away. It wasn't a 1.
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SCPRedMage wrote:
Finlanderboy wrote:
I have twice had the bad guys defeat the PCs completely and then let them live.

That's pretty much the closest I've ever come to a TPK, myself.

** spoiler omitted **

Regarding Gods' Market Gamble:

Spoiler:
This is actually one situation where I would have the BBEG kill everyone after they fall unconscious. If she was just going to skip town with the goods, then she would have done it already. Instead, she's set up this ambush specifically so she can kill everyone who could provide evidence against her. She's not going to let them live after she has won, especially since it takes almost no time at all to fill them with arrows from afar.
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Now, if Alice was an Otyugh, it would be a different story!

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1 person marked this as a favorite.

(Raging) Barbarians can do some crazy things with weapon-based combat maneuvers:

+1 Furious Dueling (PSFG) Weapon gives a +9 (combined luck & enhancement) to all combat maneuvers that can be performed with that weapon (excluding bull rush, grapple, overrun, steal and drag) all by itself.

Shadow Lodge

bbangerter wrote:
Samasboy1 wrote:
bbangerter wrote:
Where is this stated in the rules?

Here

Spells Copied from Another's Spellbook or a Scroll wrote:

In most cases, wizards charge a fee for the privilege of copying spells from their spellbooks. This fee is usually equal to half the cost to write the spell into a spellbook (see Writing a New Spell into a Spellbook). Rare and unique spells might cost significantly more.

The text is on page 219 of the Core rulebook.

Happy to help.

Thanks, there it was 2 paragraphs above where I was reading.

(Wonders if that should include the original scroll cost, as economically it doesn't make sense for a wizard who is a stranger to random PC #3 to say, well it cost me 2000gp to get this spell in my spellbook, and I could make a scroll to sell you for 1600gp, but I'll let you copy straight from my book for a mere 180gp - unless of course the selling wizard expects to get so much volume on renting their spellbook out to make up for that while still having their time free to not spend all their days crafting scrolls).

It takes zero effort on the lender to lend his spellbook. If he's busy with other things, it might be more economical to just lend out the spell book as opposed to spending the time to write a scroll.

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wraithstrike wrote:
seebs wrote:

They still have to pay the normal cost for scribing, they just don't have to pay the extra cost to borrow someone else's books, or find someone else who knows them.

Mythic also lets you learn arbitrary spells; take archmage, take wild arcana, use mythic power to cast a spell, scribe a scroll, which requires that you be able to cast the spell to do it. Then you have a scroll and can add it to your spellbook.

It is not so much the money, but that you can learn a lot of spells every day that way, assuming it only takes an hour to scribe one spell into the book. If you can only learn one spell a day then it is not as bad as I thought, but still not something every GM will allow.

(one hour per spell level to write)

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The red flag I see with this whole DC 10 to catch yourself on the slope while adjacent to it, is still the fact that, a normal pit without the slope has an adjacent flat surface, which should be even easier to catch oneself.

I haven't seen anyone state that they should be allowed a DC 10- Climb check when they fail the reflex save to avoid a pit trap.

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The bloodline class ability explicitly states that you cannot.

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Kolokotroni wrote:
The summoner in my mind supports the eidolon. He buffs, heals or uses control spells to cover its back. If resources are tight he might take a pot shot with a ranged weapon. But mostly i'd get him a wand of enlarge person/another useful buff(s). And use his spells for battlefield control and healing the eidolon.

Just a note, wands of enlarge person/shield/etc won't work on the eidolon, as wands aren't affected by the share spells class feature.

Shadow Lodge

So, a large portion of the summoner's power is his eidolon. However, post of this advantage is the increase in the player's action economy, which means ideally the summoner should be doing something while the eidolon does whatever.

Obviously, he has spells, but, just like all of the other 3/4 casters, he doesn't exactly have enough spells to be using them in every round.

What else do you have your summoner do in combat?

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