
GM FurtiveZoog |

Basically, it is gained as you go along and complete the overall mission and the faction missions, and can be used for favors from your faction, ranging from honors, to free items, to getting your body back and raising it from the dead. It is discussed in the Guide.
But, it is changing some, in ways I haven't really familiarized myself with.

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So as a group when we get items how do we want to split stuff up? by need, by percent roll or just sell everything and split money?
Its probably better to discuss now before we find a awesome wand or sword of +2 frost

GM FurtiveZoog |

Spiking the door is something we always did in 1e AD&D, with iron spikes and a hammer. It would involve pounding a spike into the gap between the stone and the door (on the hinged side), preventing the door from being opened. At least, that is how I always imagined it would be done.
They brought back iron spikes (in addition to pitons, which are Core Rulebook gear) in the APG gear list: iron spike and spiking a door. But, you could also use a piton and a hammer.

GM FurtiveZoog |

Rules for division of treasure in PFS are really odd. Basically, you do and you don't...
At the end of the scenario you will receive a gp amount based on what you did and what you found, equal between all of the characters, and you can spend this money to buy things, including things (if you have enough gp) found in the scenario. I imagine it like we turn everything in to the Pathfinder Society, get our share of the money, and then can buy back what we want (or copies of it). You can also 'buy back' items on a Chronicle Sheet much later, so you can save for when you have enough money.
You also will likely get 1 or 2 prestige points. I traded in 2 pp for a Wand of Cure Light Wounds, which would normally cost 750 gp. You can read about this stuff in the Guide.

GM FurtiveZoog |

Is it too out of line to suggest some strategies? One thing I often don't see done is full use of Detect Magic. If you have a bit of time, and don't mind someone possibly hearing the verbal components, then it makes a great additional sense and doesn't run out. The other group has a magic item they don't know about because no-one did Detect Magic...

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Detect Magic is a very useful sense. And it is a 0-level spell, so it is also unlimited!
You just need to remember it does take a standard to 'concentrate' on it for it to continue to work.
(CRB p. 216)

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What I could do is take Selective Channeling at level 3. It does seem like we might be better off with some more martial oomph in the group. Plus, with Alia's charisma being only 13, she will only able to deselect one target with Selective Channeling, at least until her charisma is raised. Without Selective Channeling, she can still Channel Energy, but probably will need to do it when everyone is licking their wounds.

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Dang, that won't work either. Ok, let me keep everything as it is, but substitute "scimitar" for "light mace". (x2 crit, 1d6 dmg, +2 to hit if also wielding a shield)

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Not all bards inspire others with their performances. Dervish dancers enter a near-mystical trance that allows them to push their bodies beyond normal limits.
Weapon and Armor Proficiency
Dervish dancers gain weapon proficiency with the scimitar and kukri.
This ability replaces their proficiency with the rapier and whip.
Battle Dance
A dervish dancer is trained in the use of the Perform skill, especially dance, to create magical effects on himself. This works like bardic performance, except the dervish dancer only affects himself, and does not need to be able to see or hear his own performance. Battle dancing is treated as bardic performance for the purposes of feats, abilities, effects, and the like that affect bardic performance, except that battle dancing does not benefit from the Lingering Performance feat or any other ability that allows a bardic performance to grant bonuses after it has ended. Battle dancing benefits apply only when the bard is wearing light or no armor. Like bardic performance, it cannot be maintained at the same time as other performance abilities.
Starting a battle dance is a move action, but it can be maintained each round as a free action. Changing a battle dance from one effect to another requires the dervish dancer to stop the previous performance and start the new one as a move action. Like a bard, a dervish dancer’s performance ends immediately if he is killed, paralyzed, stunned, knocked unconscious, or otherwise prevented from taking a free action each round. A dervish dancer cannot perform more than one battle dance at a time. At 10th level, a dervish dancer can start a battle dance as a swift action instead of a move action.
Dervish dancers gain the inspire courage, inspire greatness, and inspire heroics bardic performance types as battle dances, but these only provide benefit to the dervish dancer himself.
Rain of Blows (Su)
At 6th level, a dervish dancer can use his battle dance to speed up his attacks. When making a full attack action, he may make one extra attack with any weapon he is holding, as though under the effects of a haste spell. He also gains a +1 bonus on attack rolls and a +1 dodge bonus to AC and on Reflex saves. At 9th level, and every three bard levels thereafter, these bonuses increase by +1, to a maximum of +5 at 18th level. These bonuses do not stack with the haste spell.
This ability replaces suggestion and mass suggestion.
Razor’s Kiss (Su)
At 8th level, a dervish dancer can use his battle dance to improve his weapons’ critical range. All attacks he makes with manufactured weapons are treated as though he had the Improved Critical feat. Natural weapons and spells are not affected.
This ability replaces dirge of doom.
Leaf on the Wind (Su)
At 14th level, a dervish dancer can use his battle dance to evade attacks with unearthly grace and to shake off the effects of his wounds. Unlike other battle dances, leaf on the wind requires a standard action each round to start or maintain the performance. Each round it is maintained, including the first, the dervish dancer gains a +6 dodge bonus to Armor Class and on Reflex saves. If wounded, he heals 1 hit point of damage per bard level.
This ability replaces frightening tune.
Fleet (Su)
While performing a battle dance, a dervish dancer gains a +10 enhancement bonus to his land speed. This bonus increases by 5 feet for every four bard levels gained after 1st level, to a maximum of +30 feet at 19th level.
This ability replaces bardic knowledge and lore master.
Versatile Dance (Ex)
At 2nd level, a dervish dancer gains a bonus equal to half his level on Perform (dance) checks. He can use his bonus for his Perform (dance) skill in place of his bonus for Acrobatics.
This ability replaces versatile performance.
Dance of Fury (Su)
At 12th level, a dervish dancer can attack more than once as he moves while performing a battle dance. He can combine a full-attack action with a single move, taking the attacks at any point during his movement, but must move at least 5 feet between each attack. This movement provokes attacks of opportunity as normal.
This ability replaces soothing performance.
Battle Fury (Su)
At 20th level, the dervish dancer can unleash a whirlwind of blows while performing a battle dance. As a full-round action, he can take a single move action and unleash a single attack at his highest bonus against each target within his reach during any point of his move, up to a maximum number of attacks equal to the dervish dancer’s character level. This movement provokes attacks of opportunity as normal.
This ability replaces deadly performance.
I actually like this one. I never looked at it! You get some performances right away, plus all the normal Bard spells, skills, saves, etc.....Nice! And the best part....you receive those 3 performances at 1st level!

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Dang. You guys went off... thatt freking things back too..I don't know what to do. Maybe rush to pin the ghoul? I was gonna attempt to bullrush the spider when I got home. But now the ghouls here... guh, talking is a free action right?

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not gonna lie it took me like 30 mins to figure out how pizzmic would handle the situation without being reckless. not easy

GM FurtiveZoog |

Yeah, especially with mage armor cast on it.
The best part, though, is that it is essentially a full fighter (moving at 40 ft) who has no reason to fear death, just coming back in 24 hours or whatever. Even with an animal companion, your wolf died and its another one that will be coming to serve you.

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Thanks Pizzmic, it is indeed a nice partner. It has three attacks, but damage is low, at least for now. You see, a non-fighter like Narvik did 9 damage to it, without power attack...

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Well, as related to the Ghoul Fever, it says it only raises humanoid creatures, which is not the case. But there are wolf ghouls and other kinds i believe, and maybe the CON and DEX damage would apply, so if you want to further discuss it i'll be here. Society says you should deal with diseases before the module is over, but this s*@$ doesn't say a word about how you should proceed. The fact is that if the eidolon is killed it might be brought back only on the next day, and it comes with half HP and erased of statuses. So I would absolutely kill it before seeing it rotting in front of me. But i won't do that unless it's necessary, and as i think we will clear the dungeon before the day is over we might decide it later.
http://paizo.com/threads/rzs2pamb?Eidolons-and-Disease#1
http://paizo.com/threads/rzs2mf6b?Diseased-Eidolons#1
EDIT: wow this s!+* has vulgar speech control! I love it!

GM FurtiveZoog |

That sounds good to me, Ralklain. It takes quite a while to have it's full effect, with the onset itself taking a day, so it shouldn't be a problem.
If any of the characters get the fever it could be played out for awhile to see if the recovery is natural (perhaps with the help of some antiplague purchases with earned gp) or a Remove Disease spell, which could be gp or Prestige Points.

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You can instead target a specific grid intersection. Treat this as a ranged attack against AC 5. However, if you target a grid intersection, creatures in all adjacent squares are dealt the splash damage, and the direct hit damage is not dealt to any creature. You can't target a grid intersection occupied by a creature, such as a Large or larger creature; in this case, you're aiming at the creature.
If you miss the target (whether aiming at a creature or a grid intersection), roll 1d8. This determines the misdirection of the throw, with 1 falling short (off-target in a straight line toward the thrower), and 2 through 8 rotating around the target creature or grid intersection in a clockwise direction. Then, count a number of squares in the indicated direction equal to the range increment of the throw. After you determine where the weapon landed, it deals splash damage to all creatures in that square and in all adjacent squares.

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1 - Falls short (straight line towards the thrower.)
2 through 8 - Count around the target creature or grid intersection in a clockwise direction.
Then, count a number of squares in the indicated direction equal to the number of range increments thrown. The thrown object lands that number of spaces away from the target.
Finally, the item deals splash damage (if any) to all creatures in the square it lands in and in all adjacent squares

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Sunic is moving to the other side ^^ it appears that this is not your moment to shine Wuliem ^^
Common Sunic attack that thing!

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If i may interrupt the flowing, Exitium is at M21 right now, leaving an open space for the splash to happen, if he aims true. And i do believe the tiger (and Aria as well) would not count as cover for Wuliem, since he has a small stature (quadruple) and is closer to Wuliem than the enemy:
But i do not know the splash area size, so it will not work if its bigger than 10 square feet.

GM FurtiveZoog |

I've never seen it come up that a quadruped would be considered a low enough cover to be ignored, but is does make some sense.
There is, though, a special feat for small or smaller creatures, low profile, which has the specific benefit "... In addition, you do not provide soft cover to creatures when ranged attacks pass through your square."
I would think that if small or low creatures regularly modified the cover situation then it would be mentioned more specifically.
But, since it is a good argument and makes sense, I'll interpret cover rules for now to think of low creatures more like low walls.
It is interesting enough, though, that I think I will ask a rules advice question on it (if I can get the time...).

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Wuliem, once he sees Sunic tumble to the other side of the ghoul,
would not throw his bomb. It is 5 points of splash
(Int +3, Racial +1, minimum on a d6 is +1 =5).
I don't want to hurt our own team that's why I was going to throw it past the Ghoul.
Instead, he will use his sling, even though it is still difficult!

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Wuliem i had a buddy who played this Alchemist named Olso for a long time, i think he went with the internal build also, that character was so nasty because although alchemists can run out of bombs fairly fast they can drop a tone of damage over a couple rounds and really help to keep a group alive by dpsing the baddies before they dish out to much damage. The protection bubble and the ability to throw multiple boombs in a round is just sillyness at its finest. but for sure you need that discover that allows to protect different squares.