Yaramos's page

Organized Play Member. 47 posts (126 including aliases). No reviews. 1 list. 1 wishlist. 12 Organized Play characters. 1 alias.



2/5

So, I could use some recommendations for magic items.

A little background, first: I have a Fighter 9/Unchained Monk 4 who was made back in 2010, back before most of the archetypes were introduced. He specialized in Polearms, and took Monk to threaten his surrounding squares. Played several games up until 2011, then one each in 2013, 2014, and 2015, and went into part of Emerald Spire in 2016, and hasn't been played since. I did retrain into Unchained Monk when that option was on the table.

I list that out because my equipment and stats are nowhere near optimized. Money was spent before better options came out, and was later spent to address the specific scenario I was going into. Well, I'm going to be playing Unleashing the Untouchable this weekend, and have a chunk of cash to spend (~37,000). I'm just not sure what to spend it on.

My current build focuses on my Tiger Fork, with Weapon Focus, Weapon Specialization, and Improved Critical. I've also got Martial Versatility for those, so my unarmed attacks benefit from those, as well as any reach polearms I decide to pick up. My main weapon is a +3 Adamantine tiger fork, and I have Weapon Versatility for damage types, and a Knight-Inheritor's Ring for those times I need to bypass DR/Good. Hasted and Ki Flurry give me 6 attacks at 1d8+28.

For Armor, it's regular old +1 Full Plate, with a Cracked Vibrant Purple Ioun Stone with Shield in it. AC is 24, 28 with Shield. Dex is 14.

I'm trying to figure out if I should focus on improving my AC, or gathering abilities like Fly on a permanent basis?

Gear:

  • Belt of Giant Strength +4
  • Boots of Speed
  • Cloak of Resistance +3
  • Cloak of the Hedge Wizard (Abjuration) - For easy access to shield for my stone
  • Cloak of the Hedge Wizard (Divination) - For easy access to True Strike
  • Deathwatch Eyes
  • First Aid Gloves
  • Handy Haversack
  • Headband of Inspired WIsdom +2 (for he extra Ki and Will)
  • Ioun Stone (Clear Spindle)
  • Ioun Stone (Dusty Rose Prims, Cracked)
  • Ioun Stone (Gold Nodule, Flawed, Hallit) - Picked up for a scenario)
  • Ioun Stone (Pale Green Prism, cracked, saves)
  • Ioun Stone (Vibrant Purple Prism, cracked)
  • Ioun Stone (Vibrant Purple Prism, cracked)
  • Ioun Torch
  • Ring of Ki Mastery
  • Wayfinder
  • Wayfinder, Dayfinder

Feats:

  • Ability Mastery (Easy +2 to Dex or Con)
  • Combat Reflexes
  • Dodge
  • Furious Focus
  • Improved Grapple
  • Improved Initiative
  • Weapon Focus (Tiger Fork)
  • Weapon Specialization (Tiger Fork)
  • Improved Critical (Tiger Fork)
  • Martial Versatility (Weapon Focus Tiger Fork)
  • Martial Versatility (Weapon Specialization Tiger Fork)
  • Martial Versatility (Improved Critical Tiger Fork)
  • Intense Blows [+4 CMD while Power Attacking)
  • Iron Will
  • Power Attack

I would greatly appreciate any suggestions. I'm not above re-training away feats to get somewhere (such as Unhindering Shield which is a +7 armor bonus for about 26,000), or selling items to get somewhere better.

2/5

I apologize of I'm repeating a question, but I haven't been able to find the answers on the boards so far.

Concerning roles on a ship, I have seen it said a few times that the Captain and Pilot roles can't be unoccupied but I haven't found the actual rules that say that. I see the ones about only one person being in the role, and the specific example if of a single-occupant ship meaning either the Captain or Pilot role is unfilled.

Additionally, the rules for moving into the Pilot position says a "character can assume that role only if it is currently vacant". This sounds like the role of captain can be vacated, or just not filled.

Concerning Minor Actions - specifically, Snap Shot. It says "You can take this action only if no other gunner actions have been taken during the gunnery phase (including snap shot)." Does this apply to actions taken by anyone with any weapon, or only with each specific weapon? Here's the example where it would have come in handy:

Example:
In Yesteryear's Truth, we didn't have enough people to man all the guns, while keeping the Pilot and Captain roles filled. There were several times where a weapon had a valid target, but wasn't fired due to manpower. Could the captain have snap-fired one of the unfired weapon at -2? We played it as no, because other people fired other guns during the gunnery phase.

I'd like a clarification, if possible. There are times when the free attack could be useful, or when the captain can provide much more help to the ship by going to engineering and trying to repair a system/bring shields online rather than just granting a +2 to the guy already trying.

2/5

I decided to pick up a hireling boon with Set 3 skills - Culture, Medicine, and Survival. I did this so the hireling could use medicine to Treat Deadly Wounds while the party took a 10-minute rest.

I'm trying to figure out if the hireling has a basic medkit (and needs a DC25, which he can't make), or if I later purchase as advanced medkit will he use whatever that DC is?

Additionally, can the ally be used to simply aid another, rather than try to use the skill himself? I have to be level 3 before the Amateur hireling even has a chance at successfully treating deadly wounds with a basic medkit, and I can't get access to an advanced medkit until 4th level unless it appears on a chronicle. (I will point out that I'm not trained in medicine, so I can't aid the hireling currently.)

This also brings up the question of whether or not the hireling can take 10 or 20.

Any input on how this is supposed to work would be appreciated. I'd hate to spend the fame on something I can't actually get the benefit I wanted from.

Thanks.

2/5

I had an interesting situation during a recent convention. I was playing a cleric, and two of the players at one table were constantly talking about how religions were false, I was an arcane caster deluding myself into thinking I talked to a god, etc. They had their in-game reasons for this, of course, but I was still upset by it. My question, is it considered being a jerk to tell them to stop badmouthing my choice of religion or else I'll keep the divine magics away from them, and actually following through on it? I did threaten them with that, but when they got low on HP I still made sure they were healed. I'm just wondering how to handle something like that.

Any advice would be appreciated. I think I handled it well, but I'm wondering where that line is?


I was playing a PFS game today, and we had an interesting discussion about critical hits.

Specifically, this line on page 184 of the CRB:

Core Rulebook wrote:

"A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together."

By the GM's ruling, any situational modifiers (specifically Bard bonuses, in this case) are not modified by the critical damage, since they are not USUAL modifiers.

The discussion came down to this - are modifiers doubled (tripled, whatever) on a crit unless they specifically say they're not, or are they only modified if they specifically say they are?

This specific example - There was a +4 competence bonus and a +2 morale bonus going on. The GM said they weren't doubled on a critical hit (from an x2 weapon).

Thanks.


I was playing a PFS game today, and we had an interesting discussion about critical hits.

Specifically, this line on page 184 of the CRB:

Core Rulebook wrote:
"A critical hit means that you roll your damage more than once, with all your usual bonuses, and add the rolls together."

By the GM's ruling, any situational modifiers (specifically Bard bonuses, in this case) are not modified by the critical damage, since they are not USUAL modifiers.

The discussion came down to this - are items doubled (tripled, whatever) on a crit unless they specifically say they're not, or are they only modified if they specifically say they are?

Thanks.

2/5

Good afternoon, everyone.

I'm looking for GMs to fill slots at CombatCon, happening June 13-15 in Las Vegas. We've got 20 tables of PFS over 8 slots, including Siege of the Diamond City!

Below are the GM reward tiers:
CombatCon (June 13-15):
Tier 1 (7+ Games): 1/4 hotel room, free con admission, GM Boon, 1 Con D6 per table run, Paizo product to be determined, Meet & Greet with Kyle Rowling. LIMIT: 12
Tier 2 (6+ Games): 1/4 hotel room, free con admission, GM Boon, 1 Con D6 per table run, Paizo product to be determined. LIMIT: 4
Tier 3 (5+ Games): Free con admission, GM Boon, 1 Con D6 per table run, Paizo product to be determined
Tier 4 (4- Games): GM Boon, 1 Con D6 per table run

Scenarios being run are:
PFS 5-01: The Glass River Rescue (levels 1-5)
PFS 5-02: The Wardstone Patrol (levels 3-7)
PFS 5-03: The Hellknight's Feast (levels 5-9)
PFS 5-04: The Stolen Heir (levels 1-5)
PFS 5-05: The Elven Entanglement (levels 7-11)
PFS 5-06: You Have What You Hold (levels 3-7)
PFS 5-07: Port Godless (levels 5-9)
PFS 5-08: The Confirmation (levels 1-2)
PFS 5-09: The Traitor’s Lodge (levels 3-7)
PFS 5-10: Where Mammoths Dare Not Tread (levels 7-11)
PFS 5-11: Library of the Lion (levels 1-5)
PFS 5-12: Destiny of the Sands - Part 1: A Bitter Bargain (levels 1-5)
PFS 5-13: Weapon in the Rift (levels 5-9)
PFS 5-14: Day of the Demon (levels 3-7)
PFS 5-15: Destiny of the Sands - Part 2: Race to Seeker's Folly (levels 1-5)
PFS 5-16: Destiny of the Sands - Part 3: Sanctum of the Sages (levels 3-7)
PFS 5-17: Fate of the Fiend (levels 7-11)
PFS 5-18: The Stranger Within* (levels 5-9)
PFS 5-19: The Horn of Aroden (levels 1-5)
PFS 5-20: The Sealed Gate (levels 7-11)
PFS 5-21: The Merchant’s Wake (levels 1-5)
PFS 5-22: Scars of the Third Crusade (levels 1-5)
PFS 5-23: Cairn of Shadows (levels 5-9)
PFS 5-24: Assault on the Wound. (levels 3-7)
PFS 5-25: Vengeance at Sundered Crag (levels 7-11)

We'll also be running Siege of the Diamond City (Tier 1-15) and the PFS Sanctioned Module, Fangwood Keep (Levels 3-5).

Please let me know if you're interested or have any questions. I can be contacted at vc_lasvegas@yahoo.com.

Thanks!

2/5

Good afternoon, everyone!

CombatCon, a martial arts convention is proud to offer tabletop gaming this year! As part of this, we're running 20 tables of PFS across 8 slots!

Admission to the con is $45 for a gaming pass, which includes access to the vendor area. You can purchase a pass here. Additionally, hotel rates are very reasonable, starting at $24/night Sun-Thurs and $69/night Fri-Sat. That's $162 + tax & resort fees for the weekend! (Information on rooms can be found here.)

The full gaming schedule can be found at the Warhorn site. The following scenarios will be run:

PFS 5-01: The Glass River Rescue (levels 1-5)
PFS 5-02: The Wardstone Patrol (levels 3-7)
PFS 5-03: The Hellknight's Feast (levels 5-9)
PFS 5-04: The Stolen Heir (levels 1-5)
PFS 5-05: The Elven Entanglement (levels 7-11)
PFS 5-06: You Have What You Hold (levels 3-7)
PFS 5-07: Port Godless (levels 5-9)
PFS 5-08: The Confirmation (levels 1-2)
PFS 5-09: The Traitor’s Lodge (levels 3-7)
PFS 5-10: Where Mammoths Dare Not Tread (levels 7-11)
PFS 5-11: Library of the Lion (levels 1-5)
PFS 5-12: Destiny of the Sands - Part 1: A Bitter Bargain (levels 1-5)
PFS 5-13: Weapon in the Rift (levels 5-9)
PFS 5-14: Day of the Demon (levels 3-7)
PFS 5-15: Destiny of the Sands - Part 2: Race to Seeker's Folly (levels 1-5)
PFS 5-16: Destiny of the Sands - Part 3: Sanctum of the Sages (levels 3-7)
PFS 5-17: Fate of the Fiend (levels 7-11)
PFS 5-18: The Stranger Within* (levels 5-9)
PFS 5-19: The Horn of Aroden (levels 1-5)
PFS 5-20: The Sealed Gate (levels 7-11)
PFS 5-21: The Merchant’s Wake (levels 1-5)
PFS 5-22: Scars of the Third Crusade (levels 1-5)
PFS 5-23: Cairn of Shadows (levels 5-9)
PFS 5-24: Assault on the Wound. (levels 3-7)
PFS 5-25: Vengeance at Sundered Crag (levels 7-11)

We'll also be running Siege of the Diamond City (Tier 1-15) and the PFS Sanctioned Module, Fangwood Keep (Levels 3-5).

Please let me know if you have any questions!

I hope to see you there!

2/5

Hey, everyone. Happy Holidays!

There's a con happening in Las Vegas, October 31st through November 2nd 2014. It's called Neon Galaxy, and will be at the Palace Station.

The con is multi-genre, covering fantasy, sci-fi, RPG and even Filk. The gaming room will be 25 tables and there will be at least 6 slots. We'll be running Season 5 and 6 scenarios.

Hotel rooms range from $35-$69 Sun-Thurs, and $65-$109 Friday and Saturday.

Con admission is currently $35 for the full weekend, and $50 for a full weekend membership plus full access to the snack bar in the gamin area. However, memberships are discounted 25% through December 30th, 2013. Just go to the Neon Galaxy Website to register. Currently the site is only accepting PayPal from the US, but we're working on getting it to accept international. If you are outside the US, just shoot me an e-mail if you want to attend by 11:59PM PST on December 30th I'll make sure you get the discount when we can accept international payments.

We're also looking for GMs to volunteer. Please contact me at vc_lasvegas@yahoo.com for more information.

2/5

1 person marked this as a favorite.

Hello, everyone.

The Las Vegas Comic Expo will be held this year on September 28th and 29th at the Riviera Casino and Hotel. I'm pleased to announce that we'll have some tables for PFS during this time.

Some of the details are still in flux, but we'll have 3 slots. (The number of tables per slot is still being figured out, but should be at least 2-3).

Once I know how many slots we have, I'll begin recruiting GMs. Anyone GMing 2 slots will receive admission to the Con.

Please check out http://www.lasvegascomicexpo.com/ for more details, including con special room rates, and drop a line to let me know if you're interested in attending or GMing.

2/5

2 people marked this as a favorite.

Good evening, everyone.

A local convention starting up, the Las Vegas Comic Expo, was forced to change venues due to the freak Las Vegas weather a coule of weeks ago. The good news is that they now have plenty of tables for PFS! The bad news is that the con is this weekend.

I'm looking for GMs and players both who'd like to come and play.

Event info can be found here. Tickets are $9 and $18 for a one- and two-day pass respectively if purchased through Living Social. However, anyone GMing gets in free for the day they GM. Con hours are 10-7 on Saturday and 10-5 on Sunday, so you'll get at least a couple of hours after you GM to look around.

There will be 3 slots - 2 on Saturday the 29th and one on Sunday the 30th. I'm looking for GMs for both beginner and advanced modules, as well as players.

Please let me know if you think you'd like to come out and join us.

Silver Crusade 2/5

At the Las Vegas NeonCon the beginning of November, I got a chance to play this mod.

Spoiler:
At the very start, we're told by the GM that getting to the Chasm as fast as possible is a priority so we HAD to either spend 2PP each for teleport or pay cash for the spell. We put forth other options, such as one of our players had purchased the vanity award for a ship and would use that to get us there faster but we were again told that we had to teleport, and we had to foot the bill for it.

I had just come off of two GM credits so I had the cash to buy a scroll of teleport, and we were lucky enough to have a mage almost high enough to cast the spell. After his Caster Level check to use the scroll, we arrived and started.

But what about parties without someone who can teleport or means of rapid overland travel?

I realize that 1125 gold may not seem like much (unless everyone just finished upgrading like most of the party had), but to have to pay that or give up your total posilbe PP from the scenario just to play the scenario seems wrong. What happens if nobody has the cash to buy the scroll, pay the cost for spellcasting (450g per person) or can't/won't pay the PA? Do they have to leave the table now?

I haven't had the chance to read the scenario and see if maybe I missed something, but I'd like some input as to why the scenario is set up this way or what should have been done different?

Silver Crusade

1 person marked this as FAQ candidate.

I've read the FAQs, and while I know the armor a Sythesist wears is rendered "inert" while fused it doesn't say anything about putting armor on the Eidolon. I only bring this question up because a normal Eidolon can't wear armor because it interferes with the connection to the summoner. However, with a synthesist being inside the eidolon I don't see how it can interfere.

Now, I'm not trying to super-power this class. However, when I look at what you give up with a synthesist I don't feel like you get enough back.

What you give up:


  • The eidolon's skills. The eidolon in this instance can be used to fill missing party roles.
  • The eidolon's feats. If you want your eidolon to be able to pwer attack, it's YOUR feat you're using. Same with weapon use.
  • The ability for anyone but you to heal your eidolon. While any sort of healer can heal a normal summoner's eidolon, only the summoner-specific spells can heal a synthesist's. (A separate eidolon could even use a standard cure potion if they had arms.)
  • The extra actions provided by the eidolon.
  • The ability to use the Eidolon as a distance buffer between you and your target. As a synthesist, once your Eidolon is out of HP you immediately start taking damage.

What you get:

  • Extra hit points.
  • Increased physical attributes.
  • Possibly increased armor. (At higher levels, you'd probably take an armor decrease while fused since your armor doesn't work)
  • The ability to not be targetted separately from your eidolon.

Maybe I'm missing some major bonus of the class that balances it all out. If so, please let me know what it is.

Otherwise, I feel that a synthesist's eidolon should be able to use armor, but with all the normal penalties. (Hit penalty for non-profiency, arcane spell failure, etc.)

As a side thought, since a synthesist's armor goes inert while fused, does he still take the penalties to climb, swim, etc? What about arcane spell failure?

Also, can a systhesist give his eidolon the Simple and Martial weapon use evolutions and use those weapons without penalty when fused?

Just my thoughts, and I'm looking forward to replies.

Thanks.

Silver Crusade

1 person marked this as FAQ candidate.

Hi, all. I ran a game this weekend and the monk in the party threw a brain-twister my way. When an ogre went to charge PC "A" he ran right past PC "B", who got an AoO. PC "B" was a monk, and used his Stunning Fist on the AoO to apply the fatigued condition to the ogre. Now, while fatigued you can't run or charge. This brought up several questions:


  • 1) Does becoming fatigued end his charge?
  • 2) If it does end his charge, can he still attack someone other than his original target if he's in range?
  • 3) If he doesn't get his attack, is he still considered to have charged and thus take a penalty to his AC?

It was ruled at the table that it did indeed end his charge, and he did not take an attack on anyone even though there were 3 other targets in range. I didn't give him the penalty to his AC, however. (Not that it mattered). It did make this particular Ogre a little anti-climactic, as he was destroyed before his next round of attacks could come around. (39-point crit was the deciding factor in this). However, looking at it with some time to reflect he should still have been able to attack someone in range, just as you can switch targets with multiple attacks.

I'd appeciate anyone's input on this. Thanks in advance.

Silver Crusade 2/5

I ran "Black Waters" over this weekend and ended up in a bit of a dilema, one that cost a PC his life.

Spoiler:

In the last fight with the ghast, the party went right for his alcove without knowing he was there. Two of the characters got paralyzed in the alcove, and the rest retreated (without their paralyzed party members) back into the room with the circle of students. A ghast has an Int of 17 and a Wis of 18, so wouldn't just blindly charge out and leave his two meals alone to un-paralyze and hit him from behind. I gave a 30/30/40 chance that he'd try and kill (coup de grace) one of the PCs (30% for each) or would actually charge out and try to get the others. I rolled really low, so one of the PCs died. After this, of course, the other PCs came running back to try and protect their other party member.

How should I have handled this? Should I have had the ghoul just make normal full round attacks on each paralyzed individual (which would have probably killed them anyways)?

I know that the PCs didn't run away because they were hoping the ghould followed them and leave their friends alone.

I guess this boils down to a more fundamental question - how to play intelligent evil? I feel that the game is more fun when there is actually a chance that your character can die. Intelligent creatures are where I feel this danger lies. While it's easy to have a mindless creature switch from the incapacitated character to whoever struck it last, I feel the smarter ones will be more methodical in how they deal with the heroes.

I don't like killing PCs. However, other than blantanly going "Well, everyone else ran away and left you to die but instead I'm going to run out and chase the rest of the party" I didn't see away around this. While I don't think that the players (especially the one who died) would have objected, it seems like it turns the game into a "show up and win" scenario with no challenge.

I'd like to know if there's any official stance on something like this, as well as other GM's thoughts.

Silver Crusade

1 person marked this as FAQ candidate.

I know this will sound silly, but can a druid change his nature bond once selected? I would guess not via RAI, but there's nothing in RAW to prevent this. Here's why I say that:

For the Paladin's "Divine Bond" on p. 63, the Ranger's "Hunter's Bond" on p. 66 and the Wizard's "Arcane Bond" on p. 78, they all say that they can't be changed once selected. However, there's nothing in the Druid's "Nature Bond" saying that it can't be changed.

As I GM PFS games, I'd like to get the official ruling on this. I'd also welcome any other advice on it. As I said, I'm pretty sure they can't change it via RAI, but what concerns me is the RAW interpretation.

Thanks in advance for the input.

Silver Crusade

2 people marked this as FAQ candidate.

I ran a game a couple weeks ago and had one of the PCs use Rope Trick in an intersting fashion. I went ahead and ruled for him to do it this time, I'd like to get some clarifications so that it doesn't become a habit (because it can be extremely overpowering).

1) As an extra-dimensional space, can it be shaped however the caster likes? For instance, does the rope have to come in through the bottom or can they have it come through the side? (If it's coming in through the side, the people inside can block unauthorized entry by standing in the entry square.)

2) Summoning spells - can they be cast inside the the monsters sent out? This is my major concern, as you can hide inside it and send monster after monster out after the enemies. I know that ROpe Trick says spells can't e cast into or out of the rope trick, but the Summon spell isn't cast outside or through.

3) If the rope is destroyed, does the spell end or are the occupants trapped inside until the spell ends?

Any help that can be provided would be awesome. I thought I recalled something about the caster having to remain on the same plane as his summoned creatures, but try as I might I couldn't find anything to back it up.

Thanks