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Oh, gotcha. Yajima is fine accepting restorative magic as they return people to their own strength. Any negative or positive condition takes away from personal strength in favor of these new evaluations.

GM_Starson |

*Slaps duct tape over his own mouth and gives thumbs up to you guys*

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So did Yajima take damage or not? The flavor text seems to imply that I did, but I don't have any damage next to my name in the combat order.

GM_Starson |

Yup, thing got a slight scratch on ya, thanks for pointing it out. :)

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I think it really depends on the intelligence of the creature. If it is smart enough, like a familiar, it can act without directions from the controller. Animal Companions, on the other hand, rely on "tricks" (commands) from their controller to do anything and likely wait for their controller to give those commands before doing anything.

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I tend to GM that a familiar acts with its master unless there is a specific reason why the owner may want it to go first (like a protector familiar so that it isn't flatfooted or something).

GM_Starson |

Trust me, you did NOT want these guys all going on the same Init. That's how TPK's happen. >.<

GM_Starson |

Per my instructions, the "Surprise round" was them teleporting next to you, so they didn't get to actually act in the surprise round. (Basically, they know your there, then activate their teleporting ability as their surprise round standard action)

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I don't usually think the initiative order for pets is usually that big a deal.
Personally I usually let all the pets have their own initiative, especially if the bet has a significantly better init modifier than the PC. I have generally allowed a command for a trained command as a free action spoken 6 words or less. And even a dumb snake will attack an obvious threat. But if they have to give a 'push' command, it has to wait until the PC's turn.
But it is simpler to just have them go on the PC's turn. SO I don't have a problem with it either way.
Summoned creatures I have always done on the PC's turn since they appear on his turn. However, in a case like this, they were already present when the fight started. So I could also see the logic of giving them their own initiative turn.
Meh. However, you want to rule it is fine with me.

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@Lavode: Quickened spells don't need a concentration check to avoid an AoO, but they do still require one for conditions like entangled, grappled, ongoing damage, etc.
@GM: Based on how you described it, I'm assuming the NPC's miss chance rolls are due to not being fully material? If so, would the ones attacking invisible PCs have to roll both concealment for invisibility and then to see if they are material when they connect?

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Liberating command requires a concentration check if you're grappled, there is no way to cast a spell while grappled without making a concentration check and my tetori monk loves locking down casters.
@GM not sure if this was on of the issues, but you can take an immediate action on your turn, in this case it becomes a swift action so he could cast the spell once, but it needs a concentration check.
Edit: Oh, I see the problem, the spell and the escape both burn your swift/immediate. In this case of self-casting liberating command, I'd say he could still get the bonus and apply it to a standard action escape, but RAW, that spell is pretty useless on yourself.

GM_Starson |

Yeah, most of the combat in this series is brain melty... I have never understood just how complicated good, well made high teir combat is until this series, and I now fully endorse the fact that 99% of content for PFS1 is for below level 12. Yipes.
Rules that I've found concerning miss chances have said they don't stack, as their all considered concealment types and concealment of different types explicitly doesn't stack.

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Ya, if it were something like blink, that miss chance is just a straight up 20% chance you're not in phase.
If you then try to hit something invis... you have a 50% chance of hitting them, but you still might not be in phase when you do.
So the two should be checked separately.
If it were something liek 20% from dim light, and 50% from invis, then ya, the 50% would override.
ps: am assuming the GM overlooked the fact I have freedom of movement active... so the grapples should all fail. =)

GM_Starson |

Sadly, this one of those "Dangit paizo I know you inhereted this system from somebody else but uuuuugh" that makes me look forward to some house cleaning in 2e.
Basically, concealment does not stack, and while we could have an argument if it counts as "Concealment" if it's just labeled as miss chance, the most official comment I could find was
So, I'm going with a 50% miss chance versus invisible characters and not doing stacking things.

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I never would have guessed, but yeah, high level play is nuts, especially with all this magic.

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It's not clear in the rules if it is once per enemy or once per move, but since it's based on opponents CMD, I believe it should be once per enemy personally.

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Why invisibility if he is still grappled? It only gives him +2CMD and that doesn't really seem very effective.

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There's a lot happening so I'm just confirming this is being done correctly with how deadly it can be.
I dont see any maintain grapple rolls so I'm guessing all the creatures grappling are letting go as a free action and then establishing the grapple with the grab?
Also, a creature cannot be grappled by more than one creature at a time. In this case, one creature is the primary and everyone else can aid the grapple roll by using a grapple aid another.
In addition, because grappling gives both creatures the grappled condition, even the controller has to make concentration checks to cast spells based on their opponents CMB for grappling and spell level.

GM_Starson |

No worries.
As of this time, none of the enemies have actually had a grapple long enough to make a maintain grapple roll. Long turns. :(
The creatures are also not casting spells, they're using a special ability they can use while grappling an opponent.
As for the dual grappler, I guess your right, ugh, put grappling on the "List of things they need to clear up with PF2" but it doesn't change current status since the one that would have been "Aiding" is the one Yajima just killed.

GM_Starson |

Also, Huritt, don't forget to mark that you used your metamagic to cast persistent as a standard.

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Thanks GM, just confirming for our safety.

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For reference, +5 bypasses Adamantine, Cold Iron, Silver, Magical, and Alignment. It could be DR 5/Lawful and Bludgeon or something.
@Ras'al, a grappling creature usually cannot take AoOs, and since the only creature next to you is the one grappling you, you probably don't need to cast defensively, but your choice there.

GM_Starson |

Your right in this instance, though Yajima is correct, it could very easily had something that still blocked. Just not at this time. :)

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I, however, choose not to be hasted because it artificially makes me stronger through some power that is not mine.

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Oh, then change my target to 5 then. Thanks Teriq.

GM_Starson |

Yajima had it right the first time actually. 6 regrappled, while 5 is standing by ready to grab Ras when he escapes again... and when he has actions. It's happened enough now that you can tell that whenever they disappear to another plane, it seems to take a full action to go or come back.

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Yeah, I was just aiming for whichever was grappling Ras'al. Thanks GM.

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Teriq thank you for asking that! :)

GM_Starson |

Well, he literally did enough damage using his pummeling style bypassing damage reduction to bring the thing from no damage to con dead.
Twice.
I did the math a second time to make sure I was reading what Dorje did to that thing correctly. Just... Jimminy Christmas.