Takumi-copmc
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I don't want to burst anyone's bubble but you may want look at the Aura Class Feature again. I am not sure if detect evil is being used or if the Aura Class Feature is being used to detect auras.
An Aura is referring to that which is produced by the character based on their alignment. Detect evil/Good allows for the detection of the strength of Auras. The reference to detect evil is to list the type of information that would be provided to another PC or NPC who is using the spell or ability.
I have played a cleric, warpriest and a paladin. All produce an Aura but only the paladin has detect evil as a supernatural ability unless an archetype was selected that would give that power to another class.
Champion of the faith is an archetype that has detect evil as a special ability.
I only mention this if the Aura ability was misunderstood to do something other than how it was designed.
D'Novan
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Tak,
I read the description of Aura for the Cleric, War Priest and Paladin.
No arguments on the Cleric Class or the Paladin Class. It is vague for the War Priest, pg 60, CH1; it directly references detect evil, page 266 of the core guide and not the detect evil/good/law/chaos chart.
As I read it again, I think all three classes certainly radiate a aura of their deity. The Paladin specifically can detect evil.
Can the War Priest detect evil or what is meant in how it is written by Paizo, a further check on the message board says no, but other players it appears have interrupted it the same as I and Hero Lab makes it confusing as well.
I'd rule no on the detect evil based on what you bring up and my own deeper reading.
Brew?
Takumi-copmc
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D'Novan, I just wanted to share a little more info about playing a Warpriest. My character also has taken the War Mind Blessing. You don't need to choose the benefit when you cast it. When used, the recipient decides how the blessing will benefit them. The individual needs to state at the beginning of the round which benefit they select. If they don't, they do not gain anything from that blessing until the next round. The benefit only lasts for 1 round but the blessing lasts for 1 minute. That gives 10 rounds of use in combat and the chance to change the benefit every round or to select the same.
It is a great ability and I would hate to see it not used to its max potential. I have found the standard action to use is the biggest pain because you miss a round of combat when used in battle. Read over it a little more and post the benefits when you use it on another player. Hope this helps.
Takumi-copmc
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I wanted to make a post about some of the forgotten benefits of some abilities and skills.
The heal skill allows for the treatment of wounds, poison and diseases. If someone makes a heal check and beats the DC then the individual making a save gets a +4 competence bonus to the save. Another player can use "Aid Another" when using their heal check to aid in the success of another player's heal check. The "Aid Another" Would give that player a +2 to their check.
D'Novan could use aid another on Mitchel's heal check. If he rolls higher than a 10 then Mitchel get's a +2 on his heal check to help with Takumi's save against the poison.
I created a few links below
Caoilte
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I'm not really an undead killer build. A cleric with a 14 CHA can get some extra channels but the DC to save would be 12. That is, undead have a good chance to save against my channel, halving a 1d6 roll at 1st level. I put the points in strength instead and made Mitch a heal/melee build.
Mitchel
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Brew, I'm tracking myself at -1hp from full. On 15 March you and I were both tracking me at -3HPs. I've taken no damage since then and when I channeled healing this last week I healed for 2 hps bringing me to -1 from full. On 12 April you had me at 5hps and I can't explain that*. I can lay out the 9HPs of damage I've taken and how I've healed back 8 of them if you'd like but I'm pretty positive I'm at 9HPs or -1 from full, not 5hps.
* I assume it was the redo on Takumi's trap and subsequent healing.
D'Novan
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I went ahead and ordered the palytest rule book and module/campaign.
A lot of discussion on the Paizo blogs. They are getting a lot of criticism. Some of the mechanical changes I am sure are for the better, the fresh start they wanted to do I do not think is going to happen. My guess is they are gonna get a ear full next month at Paizo Con and then at Gen Con. They have already said they are gonna keep PFS1 alive indefinitely with all the soft cover rule books reprinting and support as long as their is consumer demand. The FAQ seems to show already a bit of the player base concerns.
| GM Brew |
Yeah, it is going to be interesting. Although I think the refined rules will be good and well tested, I am not excited about learning a new system. Still figuring out this one, lol. Also have no desire to start a new organized play campaign. I like the current one and I like the characters I have been building for the last 4 years. Who knows, maybe the new system will inspire me, I do plan to check it out, but I am not optimistic.
D'Novan
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It will still be a 3.5 OGL system. I think some of the the things in Unchained, like with the Rogue and Barbarian are going to be incorporated and a balancing of the classes perhaps a bit more.
I dont think the final decision on anything has been made yet, despite what they are saying at this point publicly.
Takumi-copmc
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Some of the changes sound good but I have no interest in sinking money into a new system. I read they are eliminating old initiative rules, CMB/CMD and limiting to 1 move action and 2 combat actions. If you want to use a shield to defend then you must use one of your available actions or you get no benefit. I expect there to be a surge in 2 handed weapon use and I am guessing two weapon fighting is going to disappear.
I also saw that a new rule for crits and failures may be implemented. Rolling 10 over AC will score a critical and rolling 10 under AC will score a critical failure.
There have been many comparisons to D&D 5e.
| GM Brew |
Alright guys, finished first leg of the campaign. Everyone gets 1100 xp each which should level everyone I think. Let me know your level up stuff an I will enter on H lab.
Here is your loot total:
500 gp reward
2 mithril daggers
A bronze plaque
Chests:
-18,500 cp
-4,000 sp
-115 gp
- 14 pp
- 30 gems(total value 800 more gold)
You guys can divide that up as you see fit, but if you do not spend it you will either need to keep the coins on you (with likely encumbrance penalties) or figure out a place or way to stash it. Let me know what you guys think. Mayor expects you guys to set out after the kobolds within a day or two so you have time to rest and equip. Let me know what you want to do.
D'Novan
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I am a tracking a party of five, I say we dived it by five..once we know the value of the daggers and the bronze plaque. I assume we can exchange the copper pieces and silver for gold much like you can take 100 pennies to the bank and get a dollar bill
I think the Mithril daggers are about 502 GP each based off hero lab.
Takumi-copmc
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Brew, are we able to make purchases of any regular item in the Pathfinder gear, arms and armor section? If we sell anything, is it the standard 50% of base cost?
I wasn't sure if buying and selling will be the same as a standard PFS scenario or if there are restrictions based on the size of the town we are in.
If we have the keys to the wizard's house, can we use it to stash gear and lock it up while we deal with the kobolds?
D'Novan
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Hey folks, a little help. How much total EXP have we earned so far on this Campaign?
Is it 1100 XP or...
I am tracking medium campaign progression, which I thinks sets 2nd level at 2000 EXP.
I went and divided the spoils by 5 and took a cut of it ...I think Gabby wanted a dagger. Mithril works as silvered weapons if my memory is not totally cracked...which is very possible these days
Takumi-copmc
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I know summertime is on its way and many of you may be taking some family time. I know Brew mentioned D&G had taken some time away. If anyone has a planned trip then I am ok with taking a pause in game until you return. Just tossing that out there. It won't bother me if a game pause is better than botting characters.
| GM Brew |
No scheduled time for me yet, but we can certainly be casual during the summer. I will still target a post a day but totally know that as summer plans get moving folks may miss some days. Jest let me know if you guys have trips so we can plan accordingly.
I re-added xp. You all actually get 1360 each. Dno is right, you all will level at 2000.
At some point, you may want to explore the towns some. Might be some interesting things. I will point some points of interest that you guys may look at after the next phase.
You all still need to figure out a way to stash stuff. Also, yes you may buy basic equipment and sell things for 50%. For sake of brevity, town has a market base of $1000 and cap of sales at $5000. Here is a list of some town merchants:
House of Abadar
Shrine of the Seven Roses
Sensina Hides
Delbin’s Devices
Chance Smithy
Takumi-copmc
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Ok, so we need to split the loot. I did not realize how much money we actually made. I don't know if we actually have to sell the gems, if they need to be appraised and do we only get half their value when sold?
The Mithral daggers must be of masterwork quality to be made of that material. The value is 500gp per pound of material. The daggers are 502gp each. We can sell these or keep them if they are of value as a weapon. They are considered silver for the purpose of bypassing damage reduction.
The PP are the only thing that do not split evenly. Do we want to make a 4 pp donation or use it for group funds to pay for lodging for the group? This is what I have for the split to each player
100gp
3700cp
800sp
23gp
2pp
6 gems
Party Items
2 Mithral daggers 1004gp
4 pp for donation or group purchase.
Takumi-copmc
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The other option would be 4 players get 3pp and 1 player gets 2pp. The other 4 players need to give the deficient player 2 gold to make it even. If we do that then someone needs to state who gets what.
I am showing about 428 gold per player. If we sell both daggers we would add another 100gp to each players take.
My vote is to sell the daggers if we need the gold for upgrades. If not then it may be easier to carry them and sell later to keep our loot weight light
Takumi-copmc
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I may hold off on the potion. A cure light wounds potion, at caster level 1, costs 150gp. Takumi is looking to buy the masterwork buckler for 305gp.. I have a few other purchases to make and I will email Brew my updated character sheet.
Kell Mox
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Looking for confirmation on final payment, did we sell the daggers? 428 vs 528 gold
Also, is this town large enough to have cold iron weapon inventories? Kell is looking to replace his Heavy Flail with a cold iron version, if possible.
Takumi-copmc
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I wasn't sure if it matters what denomination of coin we carry as long as it adds up to 428 gold?
This is the part that gets confusing when adding stuff to character sheet. As Kell posted, several things were mentioned but no clear decision has been made.
Are we liquidating everything or holding onto the daggers?
I posted the break down of the coins because I thought that is what we are stuck with carrying and it is up to us to spend the coins to allow for the lightest weight that suits our characters needs.
Does any of it matter?
I am ready to move forward and will send out my character sheet tonight