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YESSSSSSSS

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I will update myself at some point tonight maybe.

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Deep breath
I can do a lot of crazy sheet. Please do not be surprised if I bust out some weird ass ability. I have things I can loan out to peeps (longbow [see below], belt [+2 con], and necklace[+2 resistance to saves]) that will give you a bonus. I can make my weapons either +2 or give them a +1 enhancement. I can also make my armor +3 or add a +1 enhancement to it.
Any knowledge roll I take 10 and add the d6 inspiration. Thus, any knowledge roll I make is DC 25 +d6.
I can locate and disable magical traps.
Since I attack once per round, I always use Power Attack with Furious Focus.
I can apply my studied target bonus as an immediate action if I hit an aberration. I can detect aberrations as if using the spell detect undead.
If you have any questions, likely, please ask and I will answer them as best I can.

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Not necessarily. The concentration check is just mad difficult.
Regardless, if I do loan the implement out. I will not likely be casting spells.

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Will I be throwing chaos into the group if I apply an AP chron to Satine, go from 7 to 8?

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I assume by the silence no one cares if I am level 8 or not.

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We are tier 8-9 so its all good

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Yo, dawg! Yer map and tactical links to Crypt o' the Everflame.

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Any requests for cleric spells to prepare on the boat ride?

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Undeath Inversion

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too high spell level for me... not sure dhampir count for target anyways.

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Though a living creature, a dhampir reacts to positive and negative energy as if it were undead—positive energy harms it, while negative energy heals it.
You alter an undead creature's energy affinity so that it takes damage from negative energy and gains healing from positive energy, as if it were a living creature. If the target was able to channel negative energy or produce negative energy effects (such as inflict spells), these abilities produce positive energy instead, healing living targets and harming the undead. The target cannot impose negative levels on other creatures for the duration of the spell. The target's creature type does not change, and it is still considered an undead creature. Each round on its turn, the subject may attempt a new saving throw to end the effect. This is a full-round action that does not provoke attacks of opportunity.
It should work.
But not being able to take it is a good excuse. That's why I didn't mention the significantly easier (and in a lot of ways better) level 2 version that's in the ARG.

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Clearly Satine will be easy to hit, but nearly impossible to grapple.

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haha very funny m!%$&*~%#~&~
fixed it

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dropping this to discussion thread
Also remember, spells expended within the 8 hours before rest are expended for the next day, so it probably wouldn't matter much anyway.
[not quite - within 8 hours at time of spell prep - aka during rest.

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I'll repost this here then. This is a very often missed nuance of casting.
Under Divine Casting:
"Recent Casting Limit: As with arcane spells, at the time of preparation any spells cast within the previous 8 hours count against the number of spells that can be prepared."

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right....
so if your 8 hours of rest is interrupted with spell casting, you need an extra hour of rest per interruption, and you lose those expended slots during prep.

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Question: What size is the town and does it have the purchase capacity for what we're looking to buy?

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To answer Jon's question, it would appear that the contents of resting to recover spells were not included in the Occult book (probably due to word count shenanigans). So technically:
a) You don't have to recover spells and don't have to worry about this stuff!
b) Since there's no written mechanism to recover spells, you can never recover them. Good luck with that!
c) The most reasonable approach is that since "A psychic spell largely functions like any other spell" all of the standard stuff applies to you as well. Use common sense (8 hours rest, prep time, etc.).

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I am fine with continuing even if it fatigues. But we were on a boat all day, probably not resting but not overly strenuous.
Everything is pointing to a time limit chase... why would we stay up all night gathering info just to sleep the next day?

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Question: " I originally posted this in the rules forum but did not get much traction. After reading the section on psychic magic in Occult Adventures, I noticed some important information was missing.
Other classes have restrictions on regaining their spells per day. Were these restrictions purposely omitted (designed to not apply to psychic casters) or where they accidentally overlooked (because they apply to other types of magic they are assumed to apply, if so do they act like arcane or divine casters)?"
Answer: "They definitely have the recent casting limit. As to the other, accidental omission; should almost certainly be as arcane."

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To answer Jon's question, it would appear that the contents of resting to recover spells were not included in the Occult book (probably due to word count shenanigans). So technically:
a) You don't have to recover spells and don't have to worry about this stuff!
b) Since there's no written mechanism to recover spells, you can never recover them. Good luck with that!
c) The most reasonable approach is that since "A psychic spell largely functions like any other spell" all of the standard stuff applies to you as well. Use common sense (8 hours rest, prep time, etc.).
I would likely use the recovery rules for sorcerers as they are the closest thing in nature to the occultist.

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We have 4 possible lesser resto's if needed for fatigue. Let's gut it out!

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I agree!
It feels like we're on a schedule, so I don't want to lose the dude... and we're already behind.

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Maybe someone with a better talky skill than I suggest the archers surrender?

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Diplomacy takes a minute. You hold em off, I'll talk.
-Posted with Wayfinder

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I know it takes a minute... on the other hand, I am telling the truth, and if Keith wants to bend the rules there a bit, it might make sense.
Otherwise, we'll have to go all murder-hobo on their asses, and they will die

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Season 1: It was all about being a murder hobo.

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I say we locate the items up for auction and steal them.

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Player Jack Brown
Character Gunari Maximoff
PFS# 74294-9
Day Job diplomacy: 1d20 + 20 ⇒ (12) + 20 = 32

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Player AJ Torgerud
Character Draa Faer
PFS# 59286-7
Day Job craft: 1d20 + 25 ⇒ (20) + 25 = 45 okay then!

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Player Me
Character Marženek Koliadnko
PFS# 1870-3
Day Job: Perform!: 1d20 + 19 + 1 + 2 + 2 + 1 ⇒ (7) + 19 + 1 + 2 + 2 + 1 = 32
REROLL!: 1d20 + 19 + 1 + 2 + 2 + 1 + 5 ⇒ (4) + 19 + 1 + 2 + 2 + 1 + 5 = 34
SCORE! Per my "Factor" Chronicle, any 1-5 becomes a "take 10"...for 40.

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testing.. 1..2..
1d12 + 1d6 + 1d6 + 2d10 + 1d10 ⇒ (8) + (3) + (5) + (9, 5) + (9) = 39
Arc: 8 Belkzen Undead crusader
Major: Yua and 1 advanced unfettered phantom
Linked: 3 skeletal champions
Sealed: Ironbane (Advanced rust monster)
Additional: Ice golem, Fiendish gargoyle
Environment: Enraged defenders haunt
Tome is alot of work sheesh....

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Because, closure, I downloaded this scenario, and thought since our formerly illustrious GM didn't finish it, I could do so. Does anyone want to do that?
BTW - it is not surprising that Gunari beat a Fighter 6 that easily.

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I'll look through the scenario this weekend, and get things finished up.
I just want closure, and to know the end of the story. :D

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Hey y'all! I leave Thursday for vacation. I will have spotty internets connections during the time I am away. If you need me to post, text is best as I'll have my fone on me.
I return home October 8.

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Sir_Wulf, not that there is much left, but that'd be great!

Sir_Wulf RPG Superstar 2008 Top 16 |

At this point, I need some information from you:
Are you taking Baran's gear from him? He will likely remain unconscious for some hours: Did you want to wake him, leave him, wait for him, or take him with you?
How about the Jester and his archers?
Did you take Gaunt Blackfist's gear?
I assume you will take the Alabaster Urn...
Who is carrying these items?
What precautions is the party taking with the urn and other loot?
The party rescued Khenankantra the Sage from the Blackfists. Since you survived your battle with the Jester, the elderly scholar would appreciate some help making his way home.
Where do you want to go next?
(Some of the remaining bandits will gladly sell aged, swaybacked horses to the party at a fraction of the cost of a stronger, healthier mount.)

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We would have taken Gaunt's gear yes.
I will defer on Baran's gear. Detect magic and take the valuable gear from the archers and Jester. The standard stuff the lackeys can have.
Gunari can carry most if not all the loot pretty easily.
Draa will take the Urn, storing it as best as he is able.

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I was going to say that Gunari had attempted to stabilize Gaunt after the fight, but it looks like that crit with him at 13hp left would have done him completely in.
(hadn't actually looked into that)
Gunari is carrying most everything, including the mace. Knowing it to be a cursed mace (and having been careless once before), he uses the traveler's any-tool to make calipers, wraps it up in the coat from his cold weather outfit, and puts it in his backpack.
As for Khenankantra the Sage, I would love to RP that out as well... if'n you don't mind.
As for walking back, we've been using magic to help that speed. We'll talk about that in a bit.