
Harakani DM |

Let's go with it for now (Hargran has enough teleports). Seems strange, but given a bag of holding is technically a portal to another dimension I guess it could work in the future.
Means I can now see how to build a TARDIS a lot easier. Just a box that weighs 100lbs with an enormous bag of holding in it.

Harakani DM |

Anyone else?
motteditor has a good point. If everyone could preface their post with
Location, Round, Init Could be good. Then I can post a scene by scene wrap up at the end of each round.
Something like
Cheliax, Round 1, Init 17
What do people think?
on a speerate note
In both cases there's chaos... so I don't mind if people post out of init order.
For the people in Cheliax spending actions to grab stuff, I'm figuring you can spend a full round action retrieving gear or general goods (and flavour it with spell descriptions if you like).
For now most of the servants are going to be going for goods, which will be supplies you might need, jewels, gear left behind, etc...
Not going to make people post "I take a move action to my room. Spend a standard action to grab my blanket. Next round 5 ft to the cupboard. Standard action to grab spare clothes...". If I had six seconds to start emptying my bedroom I'd be grabbing a pillowcase and sweeping things in.
I will listen to arguments that certain powers should help - for example Simon (haha too late Simon!) has shift which would help him move around to grab different things. I could see that making things a bit easier.
Familiars can do this too - they can be sent after small, valuable items.

The Master in Grey |

A cinematic approach might work. Don't even bother with Spoilers. Just show everyone what's going on. We can keep in and out of character knowledge separate.
The trick is to use group initiative, like this-
Round 1
Group A
Group A Villains
Group B
Group B Villains
Round 2
Group A
Group A Villains
Group B
Group B Villains
Etc.
Between each group, just use your first sentence to re-establish the setting. "Meanwhile, back at the Tower..."
You get the idea.

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Alright, I need a little clarification while finishing up my character sheet. We were told we could gain a discount on items, since we're crafters, as long as we could make the item by taking a '1'. What's that mean? I can make a composite longbow as long as I have a +14 bonus? Or a bell? Or is there a skill check component we have to be able to reach? I'll have this stuff finished tomorrow if I can get a good answer for that.

Harakani DM |

Simon: sorry, you'll have to wait to next round to cast mage armour. On the other hand that shouldn't be long.
Steven: Caillus has a spellcraft of 7. If he rolled a 1 he could get an 8 (no chance of failure on DC 8 or worse). That means he can make any items with a spellcraft DC of 8 in his backstory. As a general rule that means anything CL 3 or less. The magic item crafting rules give exact numbers.
You've got craft metals of 5, so could make anything DC 6 at third cost (normal crafting rules)
If you save the cash you can make rolls as normal once the game starts. that will let you make much better items, but at the cost of needing to spend time and a (probably small) risk of lost materials.
This is because I do not believe you can take 10 on crafting.

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Gotya. Thanks. It looks to me like that really only means a second level spell effect, right? So for me only the headband. Do I understand correctly?
I have chosen spells. Is it possible fr me to have cast bull's strength when I retreived my hourglass? It's literally the only thing I went back for, and it doesn't do anything.

Harakani DM |

Steven: pretty much. There are ways to get spellcraft up, and if you don't want to build things yourself there are a lot of people who can help out.
Steven: I gave you a free round of grabbing stuff - would prefer not Bull's strength (I overlooked mage hand as flavour more than anything).
The idea here is that you are caught unprepared because you are soft city mages living a soft city life.
That said your round 1 action seemed a bit light (normally talking would be a free action if there is no skill roll, and closing the door would be a move action) - so I'm prepared to let you do the Bull's Strength then.

Denat Leroung |

Can people please put their location and round in ooc tags at the top of the post please - Denat, not sure if you were wanting to change the round 1 action of "get stuff" or queuing up a round 2 action
Sorry.
I was queuing up a round 2 action.
The Master in Grey |

If you don't like that, I think an Air or Fire elemental would be fine.

Harakani DM |

Damnit, I answered that PM. That'll be the second or third PM lost through this site. Really losing confidence in them.
Summarising: Negative Energy Elemental is 3rd party (and I usually have reservations about them) and double the CR of other elementals.
Were it CR 1 balanced it might be good, but reading it I do not think it is.
Sorry :(

Harakani DM |

Would also be okay with https://sites.google.com/site/pathfinderogc/bestiary/monster-listings/const ructs/rune-guardian, with pretty much any 1st level spell.
Don't think the Youbng template will actually lower creatures danger - it's just not about melee combat, and the smalelr size would actually be an advantage.

Harakani DM |

Am I right that teleport cannot be used from inside an extradimensional space.
Also... you lot in Cheliax can make a Knowledge:Planes roll to know about Barbazu.
I'm using a sliding scale on this. Generally 10+CR identifies the monster's type and CR. Common abilities/weaknesses show up. Higher rolls get more and rarer information. Generally 25+CR gets secrets and 'just go read the damn monster entry'.

Tiny Coffee Golem |

Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.
Agreed. I think is the official answer, but I don't know where the link is.

Harakani DM |

Steven T. Helt wrote:Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.Agreed. I think is the official answer, but I don't know where the link is.
After a lot of looking I found that JJ has said that's what he thinks, but can't find an official ruling.
I'm going to do something crazy here and disagree with him. Teleport explicitly rules out extraplanar travel.So -in my game extradimensional spaces are extraplanar. They can certainly teleport to the top of the pit and climb out, but can't teleport out.
In the same way a familiar in a bag of holding cannot teleport to somewhere on the material plane.
Does anyone see this as a big problem?

Tiny Coffee Golem |

Tiny Coffee Golem wrote:Steven T. Helt wrote:Concerning your prior question, nothing says the devils can't teleport out of the pit trap. Maybe if they were sealed inside a demiplane or portable hole, althought I don't think that would stop them. But in this case, the way out is right overhead.Agreed. I think is the official answer, but I don't know where the link is.After a lot of looking I found that JJ has said that's what he thinks, but can't find an official ruling.
I'm going to do something crazy here and disagree with him. Teleport explicitly rules out extraplanar travel.
So -in my game extradimensional spaces are extraplanar. They can certainly teleport to the top of the pit and climb out, but can't teleport out.
In the same way a familiar in a bag of holding cannot teleport to somewhere on the material plane.Does anyone see this as a big problem?
Thats fine. It also means that if we're in a hole we're effectively on another plane. I can work with either, so long as it's consistent.

The Master in Grey |

I'm fine with that ruling also, but it's worth noting that Create Pit is suddenly more effective than Dimensional Anchor, and climbing in one blocks you from being scryed on, among other things.
That probably makes the spell more powerful than it was intended to be.

Harakani DM |

I thought scrying was interplanar.
Also Dimensional Anchor blocks
astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like abilities. The spell also prevents the use of a gate or teleportation circle
I'm looking to block teleport as it explicitly disallows interplanar travel.
Sorry guys - not meaning to be a pain here, and I can see issues either way.

Taerine Doumont |

I don't have a strong feeling, but I don't think it's how I'd rule, personally.
To me, it's a pit in the ground, not an extraplanar space (maybe the stuff that was in the pit is shunted into an extraplanar space, but that's different).
I also wonder if by declaring it an extraplanar space you could use it as a trap in conjunction with a bag of holding/portable hole.