PFS 5-16 Destiny of the Sands Part 3: Sanctum of the Sages (Inactive)

Game Master TheBobJones

Where on | Mythic Rules | Tactical


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Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

So we rested, regained spells, etc?

Wow, that was a lot of resource saving for nothing, heh.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

When I did chase scenes before, we all handled a card as a group. One person attempted to beat the card and we all did actions or aid another's to help. The description I just read kinda has it as an every man for himself type thing so I think it was done wrong. I also noticed that the Clear the Path option probably makes it easy for others to exit the card. That suggests we take it one card/obstacle at a time and other characters actions can help you? It also says if you fail a card/obstacle you stay there and have to make a second attempt. That also suggests we take it one card at a time as one character may get a ways ahead of another character.

So are we supposed to submit our first attempts for the first card/obstacle and everyone attempts it individually?


Dice Rolls | Tactical

Warpac There are two outcomes to this chase.

Outcome A: They reach the Sanctum of Sages, and get to buff before you kick down the door and attack them.

Outcome B: You catch them before they can get in the Sanctum of Sages.

Since it is a modified Chase Scene, with chase points, and PbP we are doing it slightly differently.

If you want to post 'Aid Another' you are free to indicate that in your roll, but with Mythic Points and the number of Chase Points you have, I wouldn't worry about it.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

This is a moot point, since the Behir is dead, but I'm wondering if the snowball did no damage because of some kind of resistance. If not, it looks like the spell did no damage because the target made the fortitude save. I think the save only prevents the staggered condition, with the damage being done regardless. That would also be consistent with the fact that it requires a ranged touch attack. It might be one of the few chances for Toorin to have done significant damage.


Dice Rolls | Tactical

It had Energy Resistance. It did a minimal amount of damage. Sorry.

As a side note, my Magus loves Snowball!

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Thanks. Snowball and Shocking Grasp are two of the more potent 1st level wizard/sorcerer spells available, and both lend themselves to potentially humorous images, particularly as lethal practical jokes.

Incidently, if you run this module in the future, I would recommend you emphasize that the options for mythic abilities are not limited to the list of abilities on the chronicle. I have the book on mythic adventures, but I did not think we had carte blanche to dig through for other options until it was well into the adventure. That is partly my fault for not reading the discussion thread. The chronicle says choose two abilties from the listed abilities, but does not make clear that other options are available to those with the Mythic Adventures book.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Just fyi - the gm did make that clear. That is what korasu did, and we had some discussion about it.

-Posted with Wayfinder

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

As I said, I overlooked some things in the discussion thread as there was an explosion of posts and I was very busy at the time, but I assumed the chronicle had all the key information, and it was vague about options for the choices.

In retrospect, I get that the list of boons on the chronicle is for those who don't have the book, but that wasn't obvious to me on my initial reading. I would have been nice had the chronicle added a line between the first paragraph and the remaining list of changes to the effect that the following list is for those without the source book.

That or when it listed the Exceptional Deeds, it could have said, You gain two special abilities from the Mythic Powers 2 Chronicle sheet, or any two available in the Mythic Origins sourcebook.

This is mostly feedback to make the GM aware of a player's confusion, not blaming the GM particularly for that confusion. As a GM, I know it's important to know about problems players may be having understanding options.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Yup, I get your point. I just wanted to mention that you wanted the gm to make sure he lets the players know all their options.

He did.

-Posted with Wayfinder


Dice Rolls | Tactical

Toorin The Mythic Options are clearly marked on both Mythic Chronicle 1 & 2 that you received upon successfully completing Part 2. I posted the Chronicles and relevant information on becoming Mythic before Part 2 was even finished, and was explicit on when Part 3 would begin. I felt that I gave everyone enough time to upgrade and clarified any questions people had. I even allowed time once Part 3 started before 'locking' your character choices in.

I just wanted to thank everyone for voicing their opinion about the chase scene. It is your game and your fun, so please always feel free to let me know where you all stand.

The reason that I have structured this Chase scene the way that I have is because I know things that you do not. If I was to take your suggestions on how to run it, it would be less fun and more time consuming. If that is how you want your PbP games run, you are in the wrong game.

By structuring it this way, I am actually giving you more of an opportunity to explore your new mythic powers and your character abilities that you seldom get to use.

As for role playing it out there is no reason that you cannot include your flavor text in your posted rolls. I even indicated a place for you to do that.

Once everyone has posted their rolls, I will adjunct the DCs and such, and give a flavorful wrap up post.

Should you choose not to continue the adventure, please PM me.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

I'll get my post up in a few minutes. Style done time to run to my house and let the dogs out. Most of it is ready to copy and paste, just want to add my rp flavor

-Posted with Wayfinder

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I don't think Toorin was so much criticizing how you described the mythic options (we ALL agree that all the information was there if you had the time to actually read it), as he was mostly kicking himself for not seeing (i.e. read all of) the options and suggesting how you could help someone like him avoid making the same mistake by overlooking the possibilities because of a quick read. Less of a criticism and more of a suggestion for enhancement.

It reminds me a lot of technical documentation. I'm a computer programmer and no matter how carefully I document how to set up a system or install a program, when someone else reads my documentation they have issues. ALWAYS. ABSO-DAMN-LUTELY-ALWAYS. Their suggestions are typically along the lines of enhancing the documentation in case someone else makes the same mistake. Things like explaining how to copy/paste (which of course everyone should know), or how to run a batch file.


Dice Rolls | Tactical

Just wanted to give everyone a heads up, daughter had the flu yesterday, and just got an email from one of my colleagues that she has the flu. That means I will be pulling double duty at work today.

I had hoped to kick off the combat this morning, but that will be delayed.

Sorry all!

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

How does Korasu get 2 attacks? Is he using Mythic Power or am I missing something? Xull seems to get 2 attacks per round too and I have no idea how he does it either. Do they both have flurry bonuses?

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Yes, I should have explicitly stated that I used fleet charge. It made sense in my head!


Dice Rolls | Tactical

Xull does not consistently get 2 attacks. He has used his mythic power (the initiative one) but you have to remember that he has reach 15' So often times he both provokes an AoO and then gets his normal attack.

Pathfinder is all about reach.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Thanks. that explains it. If you WERE gaining an extra attack without the Mystic boon I sure as heck wanted to know how so I could use it for some of my characters!

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

FYI: I just found out that I need to fly out first thing in the morning for a business trip, returning late on Friday. I'll have tons of time waiting around for flights, but I have no idea what my availability is like. I'll try to post at night, but I can't guarantee it.


Dice Rolls | Tactical

Korasu Safe travels - hope it is somewhere fun, and thanks for letting us know.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Yay for work trips! (usually)

Have fun!

-Posted with Wayfinder

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Not all that fun; I'm going to be spending more time traveling than doing anything else!

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

Safe travels mate!

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I hate work-related travelling, though it is nice t be able to eat out at some nice places.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

17 hour day over, 10 hour day over, now I just have 10 hours of travel to go tomorrow! I may spring for wifi on the 6 hour flight ;)

The Exchange

Male Human (Shoanti) Level 5, #-3

6 hour flight? Where from and to, if you don't mind me asking?

Best of luck on the journey. If they have WiFi available, I'd recommend it. I hate being unplugged from the Internet for that long.


Dice Rolls | Tactical

As we enter the home stretch, can you all give me day job rolls? I have all you other information. Also let me know if you want to to include anything on the chronicles. Not a lot of space on this one.

Scarab Sages

Male Aasimar(Osirion) Monk(Zen Archer) 6 | HP: 45/45 | AC: 20 [27] (20 [20]Tch, 18 [25] Fl) | CMB: +6, CMD: 26 | F: +8, R: +8, W: +12 | Init: +6 | Perc: +16, SM: +21 | Speed 50ft | Perfect Strike 6/6 Re-roll (+1) 1/1, KI:9/11 | Active conditions: None.

survival, hunting lodge take 10: 10 + 9 = 19

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

Day Job (Stonemason): 1d20 + 8 ⇒ (16) + 8 = 24

The Exchange

Male Human (Shoanti) Level 5, #-3

Please mark in another check of Xûll's treasure map boon. (2nd checkmark)

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

handle animal: 1d20 + 19 ⇒ (16) + 19 = 35

Tom the day off of work to run around selling girl scout cookies with my daughter, sorry for the lack of posts! I'll get going later today

-Posted with Wayfinder


Dice Rolls | Tactical

So let me reiterate a few things about Initiative Order.

Due to the PbP format, 99.99% of all GMs out there, including me, will allow you all to roll out of turn provided you are all in the same Initiative block. As is the case this time, it only makes sense for those people who are on the boards to roll when able, rather than wait to roll in order.

Previously, your order was:

  • Korasu <=
  • Amarok <=
  • Pooka/Luna<=
  • Xull <=
  • Warpac <=
  • Toorin <=
  • Graven Guardians (Blue) <=
  • Glass Golem <=

So for Amarok to take advantage of Warpac's mythic ability, which he did, he is delaying, then rejoining the Initiative Order in a new spot.

Currently, your order is:

  • Korasu <=
  • Pooka/Luna<=
  • Xull <=
  • Warpac <=
  • Amarok <=
  • Toorin <=
  • Graven Guardians (Blue) <=
  • Glass Golem <=

I will tell you that should there be a situation arise where we need to go by Initiative Oder, I will declare it, and then we will go person by person in order.

Xull, Pooka, and I had a situation arise where official int, order became a BIG DEAL, and consequently our friend's PC died, and it was a bit of a THING.

As you can see, the glass golem has Bleed damage. Make sure you understand what that does.

Sovereign Court

Male LG Elf Transmuter (Spellbinder) 2 / Investigator (Empiricist) 1 | HP: 32/32 | AC: 16 (12 Tch, 14 Fl) | CMB: +2, CMD: 13 | F: +1, R: +2, W: +5 | Init: +5 | Perc: +7, SM: +5 | Speed 30ft | Telekinetic fist: 7/7; Mythic Power 5/7 | Active Conditions: Endure Elements, Mage Armor6

Formula copy attempts:

3rd Level: DC 18
Gasseous Form Spellcraft, Investigator bonus, Transmutation: 1d20 + 9 + 1d6 + 2 ⇒ (13) + 9 + (1) + 2 = 25
Haste Spellcraft, Investigator bonus, Transmutation: 1d20 + 9 + 1d6 + 2 ⇒ (5) + 9 + (5) + 2 = 21
Nondetection Spellcraft, Investigator bonus: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (1) = 25

2nd Level: DC 17
Bull's Strength Spellcraft, Investigator bonus, Transmutation: 1d20 + 9 + 1d6 + 2 ⇒ (9) + 9 + (3) + 2 = 23
Delay Poison Spellcraft, Investigator bonus: 1d20 + 9 + 1d6 ⇒ (13) + 9 + (2) = 24
Detect Thoughts Spellcraft, Investigator bonus: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (4) = 28

1st level: DC 16
Ant Haul Spellcraft, Investigator bonus, Transmutation: 1d20 + 9 + 1d6 ⇒ (15) + 9 + (4) = 28
Detect Secret Doors Spellcraft, Investigator bonus: 1d20 + 9 + 1d6 ⇒ (2) + 9 + (6) = 17

Job Roll:
Profession (Diplomat): 1d20 + 5 ⇒ (7) + 5 = 12


Dice Rolls | Tactical

Toorin, I would suggest that you just take 10 on those. You passed them all, but you wouldn't even need to roll if you took 10.

I am not sure how the Alchemist's formula works, but if it is similar to how my Magus' copies his spells, it is:

to add a spell in PFS you spend 1.5 times the cost to scribe...
in other words (SL^2) * 10 * 1.5
----- Copy | Buy
level 1: 10 | 15gp
level 2: 40 | 60gp
level 3: 90 | 135gp

So you copied

  • 3 level for 270
  • 3 level 2 for 120
  • 2 level 1 for 20
for a total of 410 gp.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
Warpac wrote:
[Dice=Day Job (Stonemason)]24

That should be 26. I went looking to see if Warpac actually had the racial trait of greed and noticed I had swapped it for the Craftsman trait and had not added that to the profession bonus. That gives him an additional +2 on his day job roll.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Diplomacy Dayjob: 1d20 + 14 ⇒ (10) + 14 = 24
I'll have to look through to see if I've used my re-roll this game; I might try to use it otherwise.

For the chron sheet, I'll try to (hopefully?) recruit someone to the Scarab Sages when it's appropriate :)

Also, I'm playing catchup to try and figure out what all has gone on and how I can contribute to the puzzle or combat.


Dice Rolls | Tactical

Welcome home - plenty of time. Don't kill yourself over it. I am just sitting here trying to download my humble pie, again, and again, and again.

Still waiting :(

The Exchange

Male Human (Shoanti) Level 5, #-3

Happy to convert Xûll if that will help you out!

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor
GM_TheBobJones wrote:

to add a spell in PFS you spend 1.5 times the cost to scribe...

in other words (SL^2) * 10 * 1.5
----- Copy | Buy
level 1: 10 | 15gp
level 2: 40 | 60gp
level 3: 90 | 135gp

So you copied

  • 3 level for 270
  • 3 level 2 for 120
  • 2 level 1 for 20
for a total of 410 gp.

Just to clarify, the cost to add a spell from another spellbook is (SL^2) * 10 * 1.0. If you are copying from a (live and ex-prisoner) NPC's spellbook have to pay the NPC a fee then you add 50% of the writing cost and you get the 1.5. See "Writing a New Spell into a Spellbook" in the core rulebook to verify the base costs. So are you regretting recruiting them now Toorin?

The Exchange

Male Human (Shoanti) Level 5, #-3

Warpac, that's utter rubbish. The fee is for a paid spell caster at a random city for a random spell, not for NPCs you have befriended or otherwise defeated. The lower cost is for materials when you have access to the spellbook, and the 50% extra is the fee charged by a stranger for the privilege of you peeking at their spells. It is not a compulsory fee that all NPCs have to charge.

Add to that, in PFS, if you defeat the encounter, you get the loot. It's under 'creative solutions'.

PFS RPG Guild Guide, p35 wrote:
If, for example, your players manage to roleplay their way through a combat and successfully accomplish the goal of that encounter without killing the antagonist, give the PCs the same reward they would have gained had they defeated their opponent in combat.

Bold mine. 100% sure that would include spellbooks.

I'm not sure why some players insist upon bringing up rules that negatively affect their fellow players instead of trusting the GM to be a fair arbiter of such things. I find it poor form. It's even poorer form when they get it wrong.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I was told by a GM a while ago when my Magus copied some spells to use (SL^2) * 10 as the formula for the cost to copy a spell from a captured spellbook. I saw that our GM quoted (SL^2) * 10 * 1.5 so did some research into why there was a difference. It confused me that two GMs had different numbers. I found the section in the core rulebook using the formula I was given by a different GM and then found the 50% NPC fee elsewhere so I assumed that both GMs were right. I did NOT contradict our GM. My error, if any, was in my assumption on why he ended up multiplying by 1.5. I think you are saying that the GMs (SL^2) * 10 * 1.5 number is incorrect and should be (SL^2) * 10 in which case YOU are contradicting the GM, not me. Or is there another reason that we should multiply by 1.5? If there is I would love to know so I may correct my bad numbers for my Magus character.

Frankly if I was GMing or playing a PFS game and got a number like that wrong I would want a player to step up and make the correction ASAP, since purchases float from one game/GM to another and having to correct a mistake like that later could cause some headaches.

Grand Lodge

Male CG Dwarf Warpriest/10| HP: 103/103| DR 3 vs. first attack if Sacred Armor | AC/FF/Tch: 28/27/12 28/27/12 | CMD: 22 22 (+2 vs. BR) | F/R/W ST: 15/8/14 15/8/14 (+4 st soul, +2 vs. death) | Diplomacy +4, HAnim +4, Heal +11, KnEng +8, KnRel +10, Perception: +16, SenseMtv +13, SpCft +8, Survival +10 | Init: +1 (+2 underground) | Speed 20ft | Active Conditions: Bull's Strength, Divine Favor

I see my error. The numbers used to total the price were the (SL^2) * 10 value, not the (SL^2) * 10 * 1.5 value and you thought I was trying to get him to pay the 1.5 value when I thought the GM was charging the 1.5 value. Should have done the math and actually looked at the final numbers and seen what they matched up with (SL^2) * 10.

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Oh, Pathfinder Society riddles. Either so dense that players will never figure them out in a typical slot, or so easy that it's not even hard. This one looks like it errs on the side of "Kill the things, then figure out later."


Dice Rolls | Tactical

On the subject of spell books/formula books, to add a new spell/formula:

  • If you have a source then it is (SL^2)*10
  • If you don't have a source, then it is (SL^2)*10*1.5

Since Toorin has a source (Kafar's formula book) it is the former rather than the latter.

If you didn't know I have some robust work internet filters, and I cannot access Paizo from my work computer. So I have a very extensive Notes app that contains lots of information.

Sometimes from home I just copy and past from my notes, rather than PRD or SRD or even the pdf of the sourcebook.

This was a case when I copied too much in Toorin's formula post, I was just going to post the 'copy' side of the table rather than the 'buy'.

Just a reminder to keep things civil and polite. Don't make me turn this thread around. :)

Scarab Sages

Male LG Tengu Vigilante (Fey Zealot) 2, Unchained Rogue 3 | HP: 30/35 Con Damage35/35 Mythic 47/47 | AC: 20 (16 Tch, 15 Fl) Mythic: AC: 21 (17 Tch, 15 Fl) | CMB: +2, CMD: 18 | F: +2, R: +10 (+11) , W: +4 | Init: +6, +10 Mythic | Perc: +14* (15 vs Traps), SM: +4 | Speed 30ft (40ft: Longstrider) | Mythic Power: 4/9 Vanishing Step: 5/5 | Spells: 1st 2/2 | Active conditions: Long Strider, Invisible.

Pooka, did you need moved? Trying to figure out flanking positions.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

Whoops! Yes please :)

-Posted with Wayfinder


Dice Rolls | Tactical

Chronicles here

Let me know if it is all good.

Just need to wrap this up with some info dump and then you can role play it into the sunset.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

At the risk of being the guy who checks earlier than expected... I don't see Pooka's in there.

/ducks


Dice Rolls | Tactical

Hmmmm. Was scanning while trying to download Humble Pie. Dangers of multitasking.

Will scan and upload tonight.

Liberty's Edge

Male CG Halfling Cavalier (Gendarme) 9.1 | HP: 85/85 | AC: 26 (13 Tch, 25 FF) | CMB: +12, CMD: 24 (26 Bull Rush) | F: +11, R: +7, W: +6 (+2 vs Fear) | Init: +1 | Perc: +5, SM: +4 | Speed 15ft (40ft mounted) | Daily Abilities: Challenge: 3/3, Danger Ward: F – R – W | Active conditions: Mounted

No worries, and no rush :)

-Posted with Wayfinder

The Exchange

Male Human (Shoanti) Level 5, #-3

Perfect. Thanks John. Got it!

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