GM Hawthwile - Ageless Ambitions (Inactive)

Game Master Hawthwile

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Witch's Winter Holiday

Please discuss amongst yourselves here which characters you would like to bring. Once you decide on which character you will be playing, post the following information here:

Player’s Name:
Character’s Name:
PFS #:
Faction:
Slow Tracking? (Y/N):
Day Job (Please roll now):
Special Notes/Abilities: Please describe anything unusual about your character here, such as “I always deal non-lethal damage and use the Enforcer feat to demoralize as a free action” or “I ride a Huge serpent mount, but it’s got both the Narrow Frame feat and a Belt of the Weasel so it can fit through a 5-ft hallway easily” or “My archetype lets me use mind-affecting effects against undead.” This will help both you as a player not have to type the same thing over and over again and me as the GM prepare so the game runs more smoothly.

Please have your entire character sheet available in your character’s profile page and basic statistics next to your name in your posts. Feel free to ask me for more details or assistance.

To keep things moving, I will occasionally roll saving throws, Perception checks, and other “reactionary” dice - especially if the results would affect an opponent’s actions. I also like to roll Knowledge checks for players so I can tailor what a character might remember about a creature. (For example, a fighter will probably care more about a golem’s DR while a wizard would remember that it’s immune to spells and an alchemist is super excited that it blows up when it dies.) If this will be a problem for you, let me know (either here or via PM) and we’ll work something out.

We’ll be using block initiative during encounters. Since this is a high-level game, please discuss amongst yourselves how you can support each other and work together as a team - both in and out of combat. I highly encourage tactics such as:

Frontliner wrote:

McSwordFace waits until her friend Blessings Galore has a chance to cast a buff before she attacks the horrible people kicking puppies.

Sword of Justice: 1d20 + 5 ⇒ (14) + 5 = 19 + buff if applicable
Justice damage: 1d8 + 3 ⇒ (3) + 3 = 6 + buff if applicable

This helps us work effectively as a team even if posting schedules don’t line up in a beneficial way.

If your post is entirely OOC, let’s put it here instead of in the Gameplay thread.

About Me: I’ve done some PFS GMing, but this is my first second third! time doing so in a PbP setting. If you have ideas for how I could do something better, a disagreement with a decision, or confusion over what I’m saying, please let me know via the Discussion thread or PM.


Witch's Winter Holiday

Oh yeah, forgot this:

Expectations
- I will post every day. I hope everyone can post every weekday and at least once over the weekend, but stuff happens - which leads me to:
- I will bot you if we haven't heard from you in 24 hours. Please include botting instructions in your character profile, or I will have to get creative in the most entertaining (for me) way possible. Please also let me know if you are expecting an extended period of absence so I can PM you and preemptively hash out major decision points to keep the story moving. On a related note:
- I know I already said this but I will make "reactive" rolls to keep the story moving along. If you want to make a roll as part of an action/decision/etc, please do so. I might modify the skill used or add circumstantial bonuses/penalties based on circumstances. Which brings me to my final point:
- I will happily add circumstantial bonuses (or penalties) for roleplaying. I hope, for example, that you will accompany your diplomacy check with what your character is actually saying. It makes it so much easier for me to respond if you give me material, and we make such a more fulfilling and exciting story together.

Again, if any of these are a cause of concern for you, let me know here or via PM so we can find a solution that works for both parties.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

I will play with pregen barbarian but it will be male called Taman (So that I do not have to create a new character). I will put credit for this scenario on Character called Jeras.

Player’s Name: neodam
Character’s Name: Jeras van Hidden (Taman)
PFS #: 137484-13
Faction: GL
Slow Tracking? (Y/N): N
Day Job (Please roll now): no day job
Special Notes/Abilities: pregen 7 level barbarian


Witch's Winter Holiday

Hey Neodam! Glad I could get you for a game! I don't see a problem with using a pregen by a different name - I know several folks have created aliases for pregens they use often, but that could be a lot of effort for a one-time use. Please do elaborate on what the pregen barbarian does at this level - I'm not terribly familiar with her abilities other than getting mad and wrecking face.

On a related note, since a barbarian's stats change so much from raging I'll be depending on you to keep your stat bar up to date with the latest and greatest conditions. If you forget, no worries - goodness knows I've forgotten on many games myself - but it will help keep things moving if we're not constantly retconning things.

In other news, with the characters currently signed up on the spreadsheet we'll be going low-tier. TriShadow, will you be alright going out-of-tier?

Also, if you have played Serpent's Rise please let me know which boon you received (either here or via PM). Thanks!

Silver Crusade

It looks like we have no divine casting in this party, so I'll play one of those pregens. Does any other player have a preference for which divine caster comes along?

I have played Serpent's Rise before; I played 322 (and boy, was that a BLAST, I have to say!) so I have her boon. In order for that synergy to work, do I need to assign credit to the same character that received that chronicle sheet, or can I apply it to a different one?

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

GM Hawthwile we are together in GM Zer0darkfire's Emerald Spire. :)

Taman has: Rage, Cleave, Damage Reduction (1/-),Improved Uncanny Dodge, Killer, Power Attack, Trap Sense +2, Rage powers:

Guarded Stance +2: As a move action that doesn’t provoke an attack of opportunity, Taman can gain a +2 dodge bonus to AC against melee attacks for a number of rounds equal to her current Constitution modifier (typically 4 rounds).
Powerful Blow +2: Once per rage as a swift action before rolling an attack roll, Taman can gain a +2 bonus on the damage roll if she hits with that attack.
Surprise Accuracy +2: Once per rage as a swift action before rolling an attack roll, Taman can gain a +2 morale bonus on the attack roll.


Witch's Winter Holiday

@Zin - no, only you as the player need to have the boon on one of your characters. Good thing to check though!

@Neodam - yes, but I'm not GMing that one and I'm still feeling bad I missed you for Forged in Flame.

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

Player’s Name: Greenclaw
Character’s Name: Thoriel Liltamael
PFS #: 74677-1
Faction: Sovereign Court
Slow Tracking? (Y/N): N
Day Job (Please roll now): Will be foregoing Day Job (and spending 2PP) to apply downtime to a boon after this game.
Special Notes/Abilities: Apart from normal magus spell combat stuff, Thoriel is a Spelldancer which means she can use arcane points for extra speed, mobility powers and buffs.

I received the Marnarius boon from Serpent's Rise.

Oh, and Thoriel has leveled up since her last game. I still need to update her stat line and profile. I'll do that shortly.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Hi GM, I played Rataji in the #6–98: "Serpents Rise. So I have the below boon on the CS:

Spoils of the Siege (Rataji): If you bring this Chronicle Sheet to an adventure in which the Pathfinder Society deals with Rataji or his schemes, you can qualify to receive a special boon at the end of the adventure to reflect Rataji’s increased resources.

* * *

I would also play a pregen Shardra / Shaman level 7.

Player’s Name: noral
Character’s Name: Shardra Iconic Pregen
PFS #: 314670-10
Faction: Sovereign Court
Slow Tracking? (Y/N): Normal
Day Job (Please roll now): None
Special Notes/Abilities: Shardra has the lore spirit so she has a number of arcane spells like HASTE but except of that she is a normal Shaman.

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

I have Spoils of the Siege (Shohiraj) boon.

Silver Crusade

Shohiraj, Marnarius, Rataji, and 322! Wouldn't it be cool if all the pregens were represented here?


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none
Zin Z'arin wrote:
I have played Serpent's Rise before; I played 322 (and boy, was that a BLAST, I have to say!) so I have her boon. I

GM Tyranius did a fantastic job. ;-)

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Player’s Name: into the aether
Character’s Name: Glasha Rogmesh
PFS #: 103843-17
Faction: Grand Lodge
Slow Tracking? N
Day Job: Caravan (Intimidate): 1d20 + 26 ⇒ (9) + 26 = 35 (I'll reroll with my +5 GM stars if I don't use my folio reroll during the adventure)
Special Notes/Abilities: Oh boy. Let’s see…

  • +1 merciful adamantine heavy flail always does nonlethal damage, including an extra d6 (unless I deactivate ‘merciful’)

  • Enforcer feat lets me intimidate as a free action when I deal nonlethal damage. If successful, the target is shaken for a number of rounds equal to the damage dealt. If it is a confirmed crit, they’re frightened for one round, then shaken as a normal hit.

  • Furious Focus means I will always Power Attack unless I say otherwise.

  • Hypnotic Stare is a Mesmerist class feature that I use as a swift action to reduce a target within 30 feet’s WILL save by -3, and has other effects noted below.

  • Painful Stare makes the target of my Hypnotic Stare take additional damage. My half-orc favored class bonus increases this damage by ½ per mesmerist level to a total of +10 if the damage comes from anyone but myself. If I am using Painful Stare to increase my own damage, the Intense Pain feat makes the total 4d6+10. This is precision damage. I can use it once per round.

  • Psychic Inception lets me affect creatures otherwise immune to mind-affecting stuff, at a penalty.

  • Sapped Magic hypnotic stare penalty (-3) also applies to the DCs of spells and spell-like abilities used by the target, and to the target’s spell resistance.

  • Touch Treatment lets me remove harmful conditions from my allies (standard action/touch) or self (swift action/touch): Minor Conditions: Fascinated, shaken. Moderate Conditions: Confused, dazed, frightened, sickened.

  • I resist Negative Energy 10 from a chronicle boon (#11)

  • I have spell-storing armor that will either contain Vampiric Touch or Bestow Curse, which I’ll decide and note in my profile stat line.

  • Ring of the Sublime makes me constantly under the effects of Remove Fear (so I’m never in danger of not being able to cast Psychic spells from a fear effect)

  • Mnemonic Vestment lets me use a spell slot to cast a spell from a scroll on my person without using the scroll, as if I knew the spell.

  • I have Mesmerist Tricks: 9 per day to use and can have up to 3 different tricks in use at a time.

Mesmerist Tricks:
Mesmerist Tricks (Su): A mesmerist can create hypnotic bonds with his allies, implanting magical suggestions in their minds that he can later activate. Each day, he can implant a number of these tricks equal to 1/2 his mesmerist level (minimum 1) plus his Charisma bonus (if any). He can have only one trick implanted at a given time, and implanting a new trick ends the previous one (the mesmerist still loses the use of this ability he spent on the previous trick).

To implant a trick, the mesmerist must take a standard action and either touch a willing creature or implant the trick in himself. A creature can be the subject of only one mesmerist trick at a time. The mesmerist can activate the trick as a free action when a triggering condition is met (as defined in the trick’s description), even if it isn’t his turn. The subject must be within medium range (100 feet + 10 feet per level) for the mesmerist to trigger the trick. The mesmerist monitors for the trick’s triggering condition through a subtle telepathic connection, so he doesn’t need line of sight to trigger it—but anything that blocks telepathic contact prevents him from triggering tricks. An implanted trick lasts until the next time the mesmerist regains his spells.

Once triggered, a trick is no longer implanted, and can’t be triggered again until the mesmerist implants the trick again. The duration of the effect caused by triggering a trick is either instantaneous or appears in the trick’s entry. The DC for any mesmerist trick or masterful trick that requires a saving throw or skill check is 10 + 1/2 the mesmerist’s level + the mesmerist’s Charisma modifier.

The mesmerist knows one trick at 1st level, and learns another trick at 2nd level and every 2 levels thereafter (to a maximum of 11 tricks at 20th level). Each daily use of mesmerist tricks can be used to implant any trick the mesmerist knows. Unless specifically noted in the mesmerist trick’s description, a mesmerist can’t choose a particular trick more than once.

Compel Alacrity:
A dash of mental speed lets the subject push past her physical limits to avoid an enemy. The mesmerist can trigger this trick when the subject begins her turn within an enemy’s reach. The subject can move 10 feet as a free action without provoking attacks of opportunity. The distance the subject can move increases by 5 feet for every 5 levels the mesmerist possesses, to a maximum of 30 feet at 20th level. The subject can’t move farther than her speed in this way. The movement from this trick doesn’t count against the subject’s movement speed for that round.

False Flanker:
A duplicate of the mesmerist appears momentarily, as though he were fighting in tandem with the subject. The mesmerist can trigger this trick when the subject moves into or begins her turn in a square where she threatens an enemy. An illusory duplicate of the mesmerist appears in any unoccupied space adjacent to that enemy. This duplicate counts as threatening the enemy for the purposes of determining flanking, but can’t actually make attacks. The duplicate disappears at the end of the turn during which the trick is triggered. This is an illusion (figment) effect, and a creature that interacts with the false flanker can attempt a saving throw to disbelieve the effect.

Fearsome Guise:
A veil of illusion makes the subject appear to be someone else and then transform into a hideous monster at an opportune time. While this trick is implanted, the subject’s appearance is altered, as disguise self. The mesmerist can trigger this trick when the subject attacks a creature. The illusory appearance briefly makes the subject appear monstrous, then ends. The mesmerist attempts an Intimidate check to demoralize the target of the triggering attack. The restrictions on attempts to demoralize a target (the target being within 30 feet and able to see and hear the creature attempting the Intimidate check) apply to the subject of the trick. This is an illusion (glamer) effect.

Mask Misery:
The subject can shrug off a condition for a short time before succumbing to it. The mesmerist can trigger this trick when the subject becomes affected by a minor condition listed under the touch treatment ability. The subject can ignore the effect of that condition for 1d4 rounds, after which the subject takes the full effect. This has no effect on any conditions affecting the subject other than the triggering condition, even if those other effects are also listed under touch treatment. The rounds during which the subject ignores the triggering effect still count against that effect’s duration; if the duration of mask misery is longer than the effect lasts, the subject isn’t affected by the condition at all. If an effect that imposes more than one condition triggers this trick, the subject ignores all eligible conditions. If the mesmerist is 6th level or higher, he adds the moderate conditions to the conditions he can ignore with this trick, and this trick ends minor conditions entirely instead of suppressing them temporarily. The mesmerist doesn’t need to have touch treatment to choose or use this trick.

Mesmeric Mirror:
An illusory image appears near the subject to throw off attackers. The mesmerist can trigger this trick when the subject is attacked or becomes the target of a spell that requires an attack roll. One duplicate of the subject appears, and the attacker must determine randomly which it hits (as mirror image). For every 5 class levels the mesmerist possesses, one additional image appears, to a maximum of five images at 20th level. Each image lasts for 1 minute per mesmerist level or until destroyed. This is an illusion (figment) effect.

stat block:
Glasha Rogmesh
Female half-orc mesmerist 9 (Pathfinder RPG Occult Adventures 38)
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+5 armor, +2 deflection, +1 Dex)
hp 66 (9d8+18)
Fort +10 (+2 circumstance bonus vs. hot weather), Ref +12, Will +16; +2 if fail a check that allows addl saves
Defensive Abilities sacred tattoo[APG]; Resist negative energy 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 merciful adamantine heavy flail +16/+9 (1d10+15 nonlethal/19-20 plus 1d6 non-lethal) or
. . dagger +12/+7 (1d4+10/19-20) or
. . mwk sap +13/+8 (1d6+10 nonlethal)
Ranged sling +11 (1d4+6)
Special Attacks bold stares (psychic inception[OA], sapped magic[OA]), hypnotic stare (-3), manifold tricks (3 tricks), mental potency (+1), mesmerist tricks 9/day (compel alactrity, false flanker, fearsome guise, mask misery, mesmeric mirror), painful stare (+10 or +4d6+10)
Mesmerist Spells Known (CL 9th; concentration +14)
. . 3rd (4/day)—bestow curse (DC 18), confusion (DC 18), dispel magic, vampiric touch
. . 2nd (5/day)—aversion[OA] (DC 17), glitterdust (DC 17), mirror image, silence (DC 17)
. . 1st (7/day)—doom (DC 16), grease, heightened awareness[ACG], mental block[OA] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, open/close (DC 15), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 7, Wis 10, Cha 20
Base Atk +6; CMB +13; CMD 23
Feats Enforcer[APG], Furious Focus[APG], Intense Pain[OA], Power Attack, Weapon Focus (heavy flail)
Traits fate's favored, reactionary
Skills Acrobatics +3 (+7 1x per scenario; 1/2 ACP), Appraise +0, Bluff +28, Climb +6 (+10 1x per scenario; 1/2 ACP), Diplomacy +14, Disguise +14, Escape Artist +3, Fly +3, Heal +2, Intimidate +26, Perception +14, Ride +3, Sense Motive +6, Spellcraft +4, Stealth +3, Survival +2 (+6 1x per scenario; 1/2 ACP), Swim +6 (+10 1x per scenario; 1/2 ACP), Use Magic Device +24; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ change shape (bat, dire bat, or humanoid; polymorph), consummate liar +4, half-orc mesmerist, orc blood, touch treatment 8/day (Moderate)
Combat Gear mnemonic vestment[UE], potion of remove sickness, scroll of blindness/deafness, scroll of blur, scroll of communal align weapon, scroll of delay poison (x5), scroll of dimension door, scroll of displacement, scroll of endure elements (x8), scroll of fly (x2), scroll of hold person, scroll of ill omen (x5), scroll of invisibility, scroll of lesser (x5) restoration, scroll of mirror image, scroll of mirror image (x5), scroll of placebo effect (x5), scroll of remove blindness/deafness (x2), scroll of see invisibility (x5), scroll of suggestion, sling bullets (50), wand of cure light wounds, wand of divine favor (50 charges), alkali salt (per packet) (5), bladeguard[APG], gravelly tonic[ACG], oil (10), vermin repellent[UE]; Other Gear bestow curse shirt, +1 merciful adamantine heavy flail, dagger, mwk sap, sling, belt of giant strength +2, circlet of persuasion, cloak of resistance +1, headband of alluring charisma +2, ring of the sublime, sleeves of many garments[UE], backpack, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, wrist sheath, spring loaded, wrist sheath, spring loaded, 28,532 gp
--------------------
Special Abilities
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+4 painful stare damage Increase the mesmerist's bonus damage from painful stare by 1/2 point.
Change Shape (Bat, dire bat, or humanoid; polymorph) (Su) You can change your form.
Consummate Liar +4 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (3 tricks, 190 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Painful Stare (+10 or +4d6+10, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Sacred Tattoo +1 to all saves.
Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR.
Touch Treatment (Moderate, 8/day) (Su) Remove certain conditions from creature touched.

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chronicles
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@ ALL: I have a boon (#12) that wants me to successfully intimidate two or more foes in the same combat. So when fighting multiple foes, please try to leave at least two standing for me to intimidate and/or attack (I intimidate for free on a succesful attack). Thanks!!

Also: everyone please look through my Mesmerist Tricks descriptions above and tell me which, if any, you'd like me to implant in your character.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

I just noticed I'm sitting on a lot of gold, so I'll decide a few purchases before we start.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

I GMed Serpent's Rise and chose Rataji for my boon.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Before the adventure, I'm purchasing lesser Talismans of Freedom and Life's Breath, Lesser metamagic rods of Extend and Persistent Spell, and upgrading my Cloak of Resistance to +2. All noted on my ITS.

stat block updated (also on my character profile):
Glasha Rogmesh
Female half-orc mesmerist 9 (Pathfinder RPG Occult Adventures 38)
CN Medium humanoid (human, orc)
Init +3; Senses darkvision 60 ft.; Perception +14
--------------------
Defense
--------------------
AC 18, touch 13, flat-footed 17 (+5 armor, +2 deflection, +1 Dex)
hp 66 (9d8+18)
Fort +11 (+2 circumstance bonus vs. hot weather), Ref +13, Will +17; +2 if fail a check that allows addl saves
Defensive Abilities sacred tattoo[APG]; Resist negative energy 10
--------------------
Offense
--------------------
Speed 30 ft.
Melee +1 merciful adamantine heavy flail +16/+9 (1d10+15 nonlethal/19-20 plus 1d6 non-lethal) or
. . dagger +12/+7 (1d4+10/19-20) or
. . mwk sap +13/+8 (1d6+10 nonlethal)
Ranged sling +11 (1d4+6)
Special Attacks bold stares (psychic inception[OA], sapped magic[OA]), hypnotic stare (-3), manifold tricks (3 tricks), mental potency (+1), mesmerist tricks 9/day (compel alactrity, false flanker, fearsome guise, mask misery, mesmeric mirror), painful stare (+10 or +4d6+10)
Mesmerist Spells Known (CL 9th; concentration +14)
. . 3rd (4/day)—bestow curse (DC 18), confusion (DC 18), dispel magic, vampiric touch
. . 2nd (5/day)—aversion[OA] (DC 17), glitterdust (DC 17), mirror image, silence (DC 17)
. . 1st (7/day)—doom (DC 16), grease, heightened awareness[ACG], mental block[OA] (DC 16), vanish[APG] (DC 16)
. . 0 (at will)—dancing lights, daze (DC 15), detect magic, open/close (DC 15), prestidigitation, read magic
--------------------
Statistics
--------------------
Str 19, Dex 12, Con 14, Int 7, Wis 10, Cha 20
Base Atk +6; CMB +13; CMD 23
Feats Enforcer[APG], Furious Focus[APG], Intense Pain[OA], Power Attack, Weapon Focus (heavy flail)
Traits fate's favored, reactionary
Skills Acrobatics +3 (+7 1x per scenario; 1/2 ACP), Appraise +0, Bluff +28, Climb +6 (+10 1x per scenario; 1/2 ACP), Diplomacy +14, Disguise +14, Escape Artist +3, Fly +3, Heal +2, Intimidate +26, Perception +14, Ride +3, Sense Motive +6, Spellcraft +4, Stealth +3, Survival +2 (+6 1x per scenario; 1/2 ACP), Swim +6 (+10 1x per scenario; 1/2 ACP), Use Magic Device +24; Racial Modifiers +2 Intimidate
Languages Common, Orc
SQ change shape (bat, dire bat, or humanoid; polymorph), consummate liar +4, half-orc mesmerist, orc blood, touch treatment 8/day (Moderate)
Combat Gear lesser extend metamagic rod, lesser persistent metamagic rod[APG], mnemonic vestment[UE], potion of remove sickness, scroll of blindness/deafness, scroll of blur, scroll of communal align weapon, scroll of delay poison (x5), scroll of dimension door, scroll of displacement, scroll of endure elements (x8), scroll of fly (x2), scroll of hold person, scroll of ill omen (x5), scroll of invisibility, scroll of lesser (x5) restoration, scroll of mirror image, scroll of mirror image (x5), scroll of placebo effect (x5), scroll of remove blindness/deafness (x2), scroll of see invisibility (x5), scroll of suggestion, sling bullets (50), wand of cure light wounds, wand of divine favor (50 charges), alkali salt (per packet) (5), bladeguard[APG], gravelly tonic[ACG], oil (10), vermin repellent[UE]; Other Gear bestow curse shirt, +1 merciful adamantine heavy flail, dagger, mwk sap, sling, belt of giant strength +2, circlet of persuasion, cloak of resistance +2, headband of alluring charisma +2, lesser talisman of freedom[OA], lesser talisman of life's breath[OA], ring of the sublime, sleeves of many garments[UE], backpack, flint and steel, hemp rope (50 ft.), hot weather outfit[APG], masterwork tool, masterwork tool, masterwork tool, masterwork tool, wrist sheath, spring loaded, wrist sheath, spring loaded, 9,132 gp
--------------------
Special Abilities
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+4 painful stare damage Increase the mesmerist's bonus damage from painful stare by 1/2 point.
Change Shape (Bat, dire bat, or humanoid; polymorph) (Su) You can change your form.
Consummate Liar +4 Counts as Combat Expertise for some feats.
Darkvision (60 feet) You can see in the dark (black and white only).
Energy Resistance, Negative energy (10) You have the specified Energy Resistance against Negative Energy attacks.
Enforcer If you deal nonlethal damage with a melee weapon, make a free Intimidate check to demoralize.
Furious Focus If you are wielding a weapon in two hands, ignore the penalty for your first attack of each turn.
Hypnotic Stare (-3, 30 feet) (Su) As swift action, target creature takes penalty on Will saves.
Manifold Tricks (Su) You can have mulitple tricks implanted at once.
Mental Potency (+1) (Ex) Increase HD limit and total HD of enchantment or illusion spells by 1.
Mesmerist Tricks (3 tricks, 190 feet, 9/day) (Su) Implant hypnotic bond with allies. granting edge vs. foes.
Orc Blood Half-orcs count as both humans and orcs for any effect related to race.
Painful Stare (+10 or +4d6+10, 1/round) (Su) As a free action, hyp. stare target takes extra precision dam from a hit.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Psychic Inception (Su) Hypnotic stare can affect creatures that are mindless or immune to mind-affecting effects.
Sacred Tattoo +1 to all saves.
Sapped Magic (Su) Hypnotic starer penalty applies to DCs of spells and spell-like abilities, and SR.
Touch Treatment (Moderate, 8/day) (Su) Remove certain conditions from creature touched.

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Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Hi all, Just a quick post to wave at everyone. I am your skills guy. I will have a longer post this evening or tomorrow morning with more specifics. I also have a level 11 oradin if you would rather me play a healer instead. However, I think we might be covered.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

I played Marnarius as well, so it does not look like we will have the entire Aspis team represented.

Player’s Name: TriShadow
Character’s Name: Fendel, CSI: Absalom
PFS #: 151777-2
Faction: Dark Archive
Slow Tracking? (Y/N): N
Day Job (Please roll now): Craft Alchemy {w/ Crafter's Fortune}: 1d20 + 22 + 5 ⇒ (3) + 22 + 5 = 30
Special Notes/Abilities:

Trap Spotter GM rolls Perception check whenever I con within 10' of a trap. Passive perception [dice=Perception vs Traps]1d20+35+1d6[/dice [ooc]+2 if Clear Ear in in effect. The breakdown: Perception +33 +1d6 {includes Eyes of the Eagle} (+2 vs. magic traps) +2 with Clear Ear {10 ranks, +3 class skill, +8 INT, +5 competence bonus, +4 Alertness, +2 masterwork tool, +1 Archer archetype}

Ceaseless Observation/ Student of Philosophy +10 bonus to Diplomacy (total bonus = +24)

Merciful Longbow ~ Non-lethal damage unless otherwise stated.

Elven Rune Cloak ~ Item from a chronicle sheet that acts as BOTH a Cloak of Elvenkind and Resistance + 2

Sunder with Longbow up to 30' (-4 CMB)

Use Magic Device cannot fail to activate a wand, even with a roll of 1 (as I cannot miss the DC by more than 5)

Ranged Study Can use Studied Target/Combat at range of up to 30'

Discerning Vanity Wayfinder casts Detect Magic instead of Light.

Essentially, I should: get you there, see it, identify it, and tell you how to kill it.


Witch's Winter Holiday

Looking good everyone! Just waiting for Zin Z'arin to decide which pregen to use, and we'll be off!


Witch's Winter Holiday

Seriously, I'm going to just make a Google Form next time - this is a ridiculous number of questions I need to know about characters for this scenario.

So, I need to know if this character possess the Sun Orchid Sleuth boon from #7–21: The Sun Orchid Scheme.

I'll get the exposition started in the Gameplay thread. Here we go!

Grand Lodge

”Taman” | male CN Medium Human Barbarian 8 | HP 93/93 (117/117 in rage) ||AC 21, T 12, FF 20 | CMD 25| F +12 R +6 W +6; | Init +3 | Perc +11 |IN RAGE AC 19; hp 117; Fort +13, Will +8; Str 24, Con 20; CMB +13 (+15bull rush); CMD 25 (27 vs. bull| Speed 40ft | Rage 21/23 | Power attack -3/+9 | Active Conditions: None. | rations 12/14

NO on Sun Orchid Sleuth boon


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

Yes, the character that the credit is applied to has a Sun Orchid Scheme Chronicle ans is sovereign court.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Did not play Sun Orchid Scheme with this PC. Also, I want to change to slow track so I can try to fill out my intimidate and Aspis boons before I hit Seeker...

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

No to the Sun Orchid

Sovereign Court

Female Elf CN Magus (Spelldancer) 11 | HP: 69/69| AC: 32 | T: 21 | FF: 25| CMD: 29| Fort: +10| Ref: +12| Will: +8 (+10 enchant) | Init: +9 | Perc: +11| Sense Motive: -1 | Arcane Pool: 9/10 | Reroll: 1/1

No, did not play Sun Orchid with this PC.


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

This is Zin; I'll be playing Seelah, the Paladin. I'll try to get her profile up tonight.


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

We're approaching Thanksgiving here in America, so this is an early heads-up that I won't be available starting Wed afternoon through Sunday evening. I won't have access to either my home or work computers, so I don't expect to be able to post at all during my absence. Please bot me as needed! (Seelah is a pregen; use basic tactics please)


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none
GM Hawthwile wrote:

Since the lavender foe is no longer Misfortuned at the start of Shardra's turn, I'll retcon Shardra to have Misfortuned the orange opponent, then Cackled to extend that duration.

BTW, since Misfortune only lasts one round, it ends at the start of Shardra's next turn - meaning that she has to Cackle on the same round if she wants to extend it. Since you would know whether Misfortune failed or succeeded, perhaps include an if/then spoiler with alternative things to use her move action if Misfortune fails.

Thanks a lot GM! This is the first time I am properly using misfortune so still learning! ;-)


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

Cross-posting in all of my games; apologies if you see this more than once.

Tomorrow, I head out for a weeklong vacation to where there are beaches, sunshine, and tropical beverages. I intend to be taking utmost advantage of all of the above (especially the latter). As such, I may have difficulty posting while I'm away; please bot me if necessary.

That said, the resort does have free WiFi, and I just got a new keyboard for my iPad that should allow me to post better on vacation than I ever have been able to before. I will be trying to keep up with all of my games as much as possible.

I expect, though, that my posts will necessarily be brief, even to the point of simply making my rolls without much roleplay. If I am silent in social situations, or not posting my combats, please err on the side of botting me early, rather than waiting; it will likely be better for us all that way.

Thanks!

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Sorry for being away the past few days. Had a last-minute mini skiing trip with family and was not able to post. I'll get caught back up shortly.


Female LG Human Paladin 7 | HP: 67/67 | AC: 26 25 (11 10 Tch, 25 Fl) | CMB: +11, CMD: 21 | F: +11, R: +7 +6, W: +10 | Init: +0 | Perc: +1, SM +11 | Speed 50 20 ft | Active conditions: haste

I just wanted to make this quick post to let you all know that I'm back! As you may have noticed, my goal to post during vacation was a complete failure, so I have a lot to get to; it could easily take me all day to catch up on all of my games.

I'm cross-posting this note to all of my games early. Please feel free to continue to bot me until I post in Gameplay, if there's an urgent need; otherwise, I'll post before the end of the day if my character is up. Thanks!

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

@GM I pulled out the wand of divine favor from my bandolier (not wrist sheath) while moving as a free action, which you can do with a BAB of +1, same as a weapon. So only one swift action was used.

Draw or Sheathe a Weapon:
Drawing a weapon so that you can use it in combat, or putting it away so that you have a free hand, requires a move action. This action also applies to weapon-like objects carried in easy reach, such as wands. If your weapon or weapon-like object is stored in a pack or otherwise out of easy reach, treat this action as retrieving a stored item.

If you have a base attack bonus of +1 or higher, you may draw a weapon as a free action combined with a regular move.

I was armed with my flail from my previous turn. So basically, I took one hand off the flail (free), retrieved the wand (free) while flying (move), used the wand (standard), stared (swift), dropped the wand (free), re-gripped the flail (free).


Witch's Winter Holiday

Excellent - thanks for clarifying that for me Glasha! On a related note, it would be very helpful if everyone's profiles could indicate what items are stored where (so GMs can avoid confusion like this).

Fendel - what you're attempting looks like a Steal maneuver to me. However, from my calculations it looks like your CMB should be +10 (+8 BAB, +2 Str) instead of +12. Could you clarify for me?

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

I was posting in a hurry. I realize that in my my haste I neglected to mention my use of Studied Target on the archer, providing a +2 insight bonus against him only. The long description was also supposed to entail that fact that due to my Studied Target is a move action that this is is a two round process (as I figured the Disable Device or other shenanigan would be ruled as a full round action.

Steal is one of those seldom used maneuvers. I completely forgot about it's existence. Thanks for that.


Witch's Winter Holiday

Well, I took too much time typing up my analysis so you're going to get it here. We'll say that Fendel studied the archer, then jumped. I will need you to roll your CMB on your next turn though. It would take you too long in the middle of combat to effectively use Disable Device, and a quiver is larger than the coin-sized object allowed by Sleight of Hand.

Everyone - given that this is high-level combat, please take time to think through your posts so we can keep the retconning to a minimum. And please keep posts to a single round's worth of actions so your poor GM doesn't become confused. Including what you want to do next round can be done either ooc or in the Discussion thread, but don't roll for anything that's not in the current round.

By the Numbers:
First off, I can't for the life of me figure out how Fendel's CMB is +12. By my reckoning, it should be +10 (BAB +8, Str +2). So we're looking at:

Steal Combat Maneuver: 19 + 10 + 3 = 32

But, he's waiting a turn so he can use Studied target for a +2 insight bonus, giving us:

Steal Combat Maneuver: 19 + 10 + 3 + 2 = 34

Next, according to the PRD:

Steal Combat Maneuver wrote:
You can attempt to take an item from a foe as a standard action. This maneuver can be used in melee to take any item that is neither held nor hidden in a bag or pack. You must have at least one hand free (holding nothing) to attempt this maneuver. You must select the item to be taken before the check is made. Items that are simply tucked into a belt or loosely attached (such as brooches or necklaces) are the easiest to take. Items fastened to a foe (such as cloaks, sheathed weapons, or pouches) are more difficult to take, and give the opponent a +5 bonus (or greater) to his CMD. Items that are closely worn (such as armor, backpacks, boots, clothing, or rings) cannot be taken with this maneuver. Items held in the hands (such as wielded weapons or wands) also cannot be taken with the steal maneuver—you must use the disarm combat maneuver instead. The GM is the final arbiter of what items can be taken. If you do not have the Improved Steal feat or a similar ability, attempting to steal an object provokes an attack of opportunity from the target of your maneuver.

So, we have:

- Standard action -> Check!
- Item neither held nor hidden -> Check!
- Free hand -> Check!

Now, the question is whether a quiver is "simply tucked into a belt or loosely attached - such as a brooch or necklace" or "fastened to a foe - such as a cloak, sheathed weapon, or pouch", which would be more difficult to take (-5 penalty). (After looking at way more butts than I thought I would today,) my decision is that it is fastened, giving Fendel a -5 penalty on his check:

Steal Combat Maneuver: 19 + 10 + 3 + 2 - 5 = 29

And it would be a move action to dump the quiver out into the street - Fendel could drop it as a free action, but that wouldn't scatter many arrows.

All of which he gets to do on his next turn. Woo!

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Just a reminder that I am invisible. I noticed that he did not suffer a miss chance. Can I assume that he sees me?


Witch's Winter Holiday
GM Hawthwile wrote:
The rooftop archer squints as Fendel disappears, then grins. Staring the investigator squarely in the eyes before glancing at Glasha...

That would appear to be a safe assumption.

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

Yeah, that was my fear. Just wanted to confirm my suspicions.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

Before my next turn, I would like to please clarify a couple of things. Glasha lost sight of the hooded woman, correct? Did her AOO connect? Can I get a quick recap of which tokens are which enemies?

I'm leaving tomorrow (Saturday) morning to go back home from my ski trip and I'll be able to get all caught back up. I'm with my family tonight and kind of distracted as far as figuring out what's going on in the encounter currently (looks like there's a LOT going on). It's hard to get some privacy/time to focus on our encounter; I apologize.


Witch's Winter Holiday

AoO connected, Glasha lost sight of the hooded lady, there’s wasp swarms, a div, a hooded lady, and an archer that all seem to not like the Pathfinders, and four large crowds of panicking people.


”Shardra” | Female N Medium Dwarf Shaman 7 | HP 73/73 + 0/0 Temp. HP | AC 20, T 10, FF 20 | CMB +3 CMD 15 | F +6 R +3 W +11; +3 vs. poison, +5 vs. spells and SLA | Init +1 | Perc +12; darkvision, stonecunning | Speed 20ft | Channel Pos. Energy 1/4 Monstrous Insight 6/day | Active Conditions: none

I would also like to know what we are actually doing with the crowd? Are there several successes we need to gather?!

I feel like I am wasting my actions with the full round diplomacy but want to keep the crowd safe.


Witch's Winter Holiday

That's a fair question.

The point of moving the crowds is to try to keep the people safe. It's a bit easier to see what/who all is interested in killing civilians now (wasps, hooded lady), so perhaps you'll want to move the crowds away from those. Alternatively, you might try distracting the attackers (notice how the archer hasn't targeted anyone besides the prince and Fendel).

But no, there's not a "collect X number of successes and the crowd is no longer a thing" mechanic here. Just trying to keep them from dying.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10
Enforcer wrote:
Whenever you deal nonlethal damage with a melee weapon, you can make an Intimidate check to demoralize your target as a free action.

It doesn't say anything about it needing to be on your turn; only that you need to deal damage. Emphasis mine. Enforcer feat here.


Witch's Winter Holiday

Indeed - but further down it says as a free action. My understanding is that most free actions can only be taken on your turn, since speaking is specifically called out in the CRB as being possible even when it’s not your turn.

This FAQ suggests you could, but doesn’t explicitly mention Enforcer so I am hesitant to infer too much.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

The FAQ has an edit that says it removed any specific examples. Besides mentioning that the GM can limit the number taken, it says, "You can perform one or more free actions while taking another action normally" -- Nothing about it needing to be your turn. My action was an AOO melee attack. One could even flavor the intimidate check to demoralize as speaking/growling/yelling, which is specifically allowed when not your turn. I really don't think Enforcer should be limited to attacks made on your own turn. Unless an AOO is somehow "not an action" I don't think it's even ambiguous, because the feat says you get to do it whenever you deal nonlethal damage.


Witch's Winter Holiday

That's fair - and I appreciate you sharing the breadth of your experience.

Grand Lodge

Female CN Half Orc Mesmerist 9 | HP 17/66 | AC17 T12 F15 | CMB+15 CMD22 | F9 R12 W15 | Ini+7 | Prcpt+12, SM+4 | Spd 90' fly | Mesmerist Tricks: 6/9 | Spells 1: 4/7 2: 2/5 3: 2/4 | Extend Rod 0/3 | Persistent Rod 1/3 | Spell-Storing Armor: Vampiric Touch | Active: Mask Misery, Haste, Fly, DF 6/10

It was also definitely a fair question! Thanks, GM. Maybe I should start RP-flavoring the enforcer intimidate checks as macho posturing. "Who's your daddy?" doesn't really feel right though, hm. I'll need to think of more subtle demoralizing sayings/free actions. Glasha would probably just flash a wicked grin. Maybe roar. Or maybe ask mock-sweetly, "Aw, did I hurt your wittle pinkie finger with my big mean spiked ball?"

Dark Archive

HP:16+ 108/108 | AC: 25 (19T/19FF) | Fort +14, Ref +16, Will +10 | Initiative: +11 | CMB: 11 | Perception +38 +1d6 (+2 vs traps) Trap Spotter 10' | Sense Motive +30 +1d6 | BUFFS: Clear Ear, Bloodboil Pill | Re-Roll: 1/1

No time to look for the specific errata, but I found this link. I can see where the PBS would not apply to splash damage.


Witch's Winter Holiday

Ah, and that discussion ends with a link to a FAQ stating Point-Blank Shot does not apply to splash damage. Oh well.


Witch's Winter Holiday

I'm open to counterarguments, but my thoughts right now are that the Nat 1 should still have popped Glasha's image. Reasoning:

Mirror Image

PRD wrote:
...If the attack is a hit, roll randomly to see whether the selected target is real or a figment. If it is a figment, the figment is destroyed. If the attack misses by 5 or less, one of your figments is destroyed by the near miss...
GM Hawthwile wrote:
Longbow, Studied target vs FF AC 15: 1d20 + 17 + 3 - 2 ⇒ (1) + 17 + 3 - 2 = 19

So, 19 does not miss AC 15 by more than 5. If PFS used the critical fumble rules, I would certainly say that the archer missed by a mile. But since we don't use that ruleset, I would think that attack meets the conditions of "misses by 5 or less". It's automatically a miss from the Nat 1, but a "close enough" miss to pop an image.

If anyone can find some literature on this, I would love to have a more nuanced opinion from a developer or someone who understands game balance better than I do.

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