Tyrant's Grasp for PFS Credit

Game Master DoubleGold

Map, Slide 5


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Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Is Lore (The Boneyard) too broad? I want to pick a lore (or two) that reflect Rali's role as a Soul Shepherd and assistant to the psychopomps. Also strongly considering Lore (Psychopomp) and Lore (Cycle of Souls).

Any thoughts, DoubleGold?


The Lore Boneyard is kind of broad.
Other stuff you mentioned confuse me or a bit broad.
Though if you want, you can pick Lore of Roslar's Tomb, the entire map will be revealed. If you roll high enough, you'll know descriptions of every creature, where they are likely to be assuming they didn't move, what is in a specific room before you enter it, including any built in but not recently manmade traps.
Lore I can tell the difference between and undead and a construct made to look undead.
Letting people update characters before I move on

The Mace is a Heavy Mace


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Rali is a Soul Shepherd. The Soul Shepherd description says:

Soul Shepherd wrote:
Whether studying at the feet of psychopomps or merely imitating the creatures' philosophy and methods, soul shepherds believe in safeguarding the Cycle of Souls.

Psychopomps are the outsiders that watch over the Boneyard and generally help manage the Cycle of Souls for Pharasma. Since they are a subtype of a creature type it feels to me like they are a narrow enough scope for my lore. I would call it metagamey except that my archetype specifically references the *and* I doubt we'll fight any of them.

The (Life)Cycle of Souls is the "natural order" of birth, life, death, afterlife/reincarnation, etc. that Pharasma and the Psychopomps watch over.

Here is a cool thread where James Jacobs answered some questions about the Cycle of Souls.

I was leaning towards a rank in Lore (Psychopomps) and a rank in Lore (Cycle of Souls). If that is okay with you (considering the explanation above).

Here is what the Lore Background Skills description said about the specificity level of Lore selections

Lore wrote:

The category of a Lore skill can vary widely from that of another Lore skill. It could be regional (such as a city or country), about a discipline (such as cryptography), or related to a narrow set of people (such as famous musicians). The scope of region-based Lore skills can also refer to specific subcategories, such as taverns in a particular region.

A Lore skill must be narrow—far narrower than the most relevant Knowledge skill. The broader the scope of a given category of Lore, the shallower your knowledge is on that topic. If you know about taverns in a wide region, you know less about each of them than you would if you had Lore in taverns of a specific city. Lore skills normally can’t be used to identify monsters the way Knowledge skills can, unless they refer to a specific type of monster (such as owlbears or vampires). If Lore involves a common, broad category of race or monster, it needs to be more specific. Lore (elves) would be too broad, as would Lore (dragons).

So my interpretation is that Lore (Outsiders) is too broad but Lore (Psychopomps) is probably not.


Oh, you mean the creatures, yeah I was googling Psychopomps and it gave me Greek Mythology stuff.
Yeah those ranks are fine in Psychopomps.
Cycle of Souls seem to cover five different things and seems way too good for a Lore. I'd be jumping all over the place just keep track of something like His Cycle of Souls post by Menuer confused me ever more.


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

I see it the reverse way. The Cycle of Souls is purely a knowledge, religion topic, and a relatively narrow one at that. Knowledge religion covers the Cycle of Souls, along with every other philosophy related to Pharasma and every philosophy related to every other deity. Lore (Cycle of Souls) would cover lore just about the particular Cycle of Souls philosophy. It would not cover other beliefs, lores, philosophies, etc related to the afterlife, death, reincarnation, etc.


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

....and GM wins! :P


male Dhampir Bard 2
Spoiler:
|AC 18, T 13, FF 15|HP: 14/14|F 0, R +6, W +2 (+2 vs disease/MA, +4 vs confusion/fear/insanity/Aberration Su)|Init +3, Perc +3|CMB +1 CMD 14|8/10 Performance, 3/3 detect undead

...but the player has a right to make a case. :)

I can see it both ways. The Cycle of Souls is no small potato of a topic, since it encompasses, or is at least relevant to, literally almost all of existence, BUT if you view it as a subset of Pharasmin theology, or even a nexus of Knowledge (Planes) and Knowledge (Religion), it makes sense as a Lore topic - maybe, given its immense scope and import, it could be argued that while you can take it as a Lore skill, it should nonetheless cost a non-Background skill rank.


Rali Mithralfist wrote:
I see it the reverse way. The Cycle of Souls is purely a knowledge, religion topic, and a relatively narrow one at that. Knowledge religion covers the Cycle of Souls, along with every other philosophy related to Pharasma and every philosophy related to every other deity. Lore (Cycle of Souls) would cover lore just about the particular Cycle of Souls philosophy. It would not cover other beliefs, lores, philosophies, etc related to the afterlife, death, reincarnation, etc.

Yes, I was under the impression it did this. You have have Cycle of Souls.


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Done. Thank you for hearing me out. I will update my profile here later but I have added lore psychopomps, and lore, cycle of souls to my copy of my sheet.


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

...and everyone wins! :P


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

I will be at a conference for work next week (M-F) with very limited time to post. There should be a Bot Me spoiler in my profile (please let me know ASAP if it is missing or empty) that you can use to bot me if any actions are waiting on me.


male Dhampir Bard 2
Spoiler:
|AC 18, T 13, FF 15|HP: 14/14|F 0, R +6, W +2 (+2 vs disease/MA, +4 vs confusion/fear/insanity/Aberration Su)|Init +3, Perc +3|CMB +1 CMD 14|8/10 Performance, 3/3 detect undead

Is there a corpse in the coffin (or anywhere else in the immediate vicinity, slain monsters notwithstanding)?


Female Human Oracle 2 | HP 15/15 | AC: 18 (T: 14, FF: 14)| Saves: F:+1, R:+6, W:+3 | BAB: +1, CMB: +1, CMD: +14, | Init: +3 (roll twice, pick better result) | Perc. +6, Darkvision 30ft | Spells: (1st) 2/5 Party Inventory

Hopefully I'm not overstepping, but I've created a basic party inventory sheet in Google Docs. Link here.

There are two tabs. "Party Inventory" is where I put all the generic treasure as well as anything not specifically claimed by a player. (Or, as in the case of Ivan's short sword, something that was claimed but later offered back up.) I've included the GP value listed on Archives of Nethys for each item, as well as a column for Keep/Sell.

"Individual Loot" is where I put items currently claimed by a player. I included the GP value of those items, who claimed the item in question, and the date. While presumably players are keeping track of those items in their own inventory, it's nice to have a record.

Anyone with the link can edit, so feel free to make changes if you notice something I missed. However I don't mind being the official inventory tracker if others aren't interested.


Good job.


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

Hi DG: so Akku will do the ritual and everyone else curbstomps the wraiths yes? if the mites help can we say they take a wraith and we do the other one? let me know when you want Siiska's actions..


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

So I was thinking of using calm spirit on the wraith (Rali can do it instead of stunning fist). But after reading the description I am not sure it does us much good. It works kind of like a reverse sanctuary. Does anyone benefit from being able to see the wraith but not attack it for up to a minute?


Akku: There is only one Wraith/spectre, if I put down two, it was a mistake
Rali: You can't see the creature until you summon it. Therefore to see it for 1 minute and not attack, you'd have do nothing for 10 whole rounds.


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Once a day Rali can use Calm Spirit if he succeeds at a melee attack roll.

Calm Sprit:
Target one incorporeal undead creature or haunt

Duration 1 minute or 1 round/level; see text

Saving Throw Will negates or none; see text; Spell Resistance yes

This spell temporarily calms agitated haunts and incorporeal undead such as ghosts. You have no control over the affected creatures, but calm spirit postpones hostile action by the affected spirits for the duration of the spell. Entities so affected cannot take violent actions or do anything destructive, including triggering persistent haunt abilities, though they can defend themselves. Any aggressive action against or damage dealt to a calmed spirit or haunt immediately ends the effect.

Haunts do not receive a saving throw against the spell, but the caster must succeed at a caster level check whose difficulty is equal to at least 10 + the haunt's CR in order to temporarily calm the angry entity. The spell's duration changes to concentration (up to 1 round/level) when affecting a haunt.


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

"Any aggressive action against or damage dealt to a calmed spirit or haunt immediately ends the effect."


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

Yo DG: just got the Plane-hopper's handbook, and there's this feat I'd like to take instead of my Dodge feat which I put there as a placeholder until level 2:

Ghost Hunting Team
Your loathing of undead is so great that even your allies can
feel it.
Prerequisites: Duskwalker, ghost hunter racial trait.
Benefit: When you use your ghost hunter ability to grant
your weapons the ghost touch special ability, you can also affect
the weapons of allies within 30 feet of you. You can activate
ghost hunter an additional time each day.

Let me know if I can take this.


Yep, that ain't particularly broken considering you won't fight incorpereal creatures till much much later. You can take it.


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Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Ah, I see. The feat right there. Nevermind my question in gameplay, Akku.

Rali is leveled up. Note that instead of evasion he has DR 2/adamantine, cold resistance 5, and electricity resistance 5. I took dodge as my level 2 bonus feat and picked up intimidate as a class skill.


male Dhampir Bard 2
Spoiler:
|AC 18, T 13, FF 15|HP: 14/14|F 0, R +6, W +2 (+2 vs disease/MA, +4 vs confusion/fear/insanity/Aberration Su)|Init +3, Perc +3|CMB +1 CMD 14|8/10 Performance, 3/3 detect undead

How will hit point advancement work in this game?

Also, DM, will you permit me access to the expanded options for summon monster shown here?

I also might want to work on and PM you a 'custom list' of monsters for me to summon, perhaps requiring I take the Expanded Summon Monster feat.


That looks like normal summon monster options. It is under the summon monster spell, so how is that expanded? Yes, you can take the things in the table that say alternative.
Advancement is done by XP, but even if you know the XP of the monsters and calculate it, there is story XP and XP of traps you bypass.


male Dhampir Bard 2
Spoiler:
|AC 18, T 13, FF 15|HP: 14/14|F 0, R +6, W +2 (+2 vs disease/MA, +4 vs confusion/fear/insanity/Aberration Su)|Init +3, Perc +3|CMB +1 CMD 14|8/10 Performance, 3/3 detect undead
DoubleGold wrote:
Advancement is done by XP, but even if you know the XP of the monsters and calculate it, there is story XP and XP of traps you bypass.

Not my question - I'm asking about hit points.


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

Hit points are PFS style. GM answered in the recruiting thread. So a Bard gets 5hp per level.


Male Half-orc Paladin (Tortured Crusader) 2

Grod is ready to go.


TYRANT MAPS Male N duskwalker spiritualist 2 | HP 15/15 (11/11) | AC 17(20) T 13(16) FF 14(15) | CMB +4(+2), CMD 17 | F: +4(+2), R: +3(+5), W: +6; +2 vs. negative energy, death effects, spells/Su of undead and sahkils, immune to all effects that would turn his body or soul into undead | Init: +3(+5) | Perc: +3[+6sc], SM: +78; darkvision 60ft. | Speed 30ft | Ghost Hunter (Su) 1/day | Active conditions: young template until fully grown: -4 STR, -4 CON, +4 DEX; small size.

We are...


Female N outsider (phantom) | HP 18/18 | AC 15 (19 with mage armor) T 13 FF 13 | DR 5/slashing | CMB +2, CMD 14 | F: +4, R: +5, W: +0 | Init: +2 | Perc: +5, SM: +0; darkvision 60ft. | Speed 30ft | Hatred Focus, Ectoplasmic Form | Active conditions: mage armor: 1 hour

...ready! :)

Main level 2 update:

Bonded Senses (Su)
At 2nd level, as a standard action, a spiritualist can share the senses of her manifested phantom, hearing, seeing, smelling, tasting, and feeling everything her phantom does. She can use this ability a number of rounds per day equal to her spiritualist level, but those rounds do not need to be consecutive. There is no maximum range for this effect, but the phantom and the spiritualist must be on the same plane. The spiritualist can end this effect as a free action.


Male LG dwarf soul shepherd unchained monk 2 | HP 22; DR 2/adamantine, cold resistance 5, electricity resistance 5 | AC 16 T 16 FF 13; +1 dodge vs. undead | CMB +6, CMD 22; +4 vs. bull rush and trip | F: +5, R: +5, W: +4; +3 vs. poison, +5 vs. spells and spell-like abilities | Init: +2 | Perc: +8, SM: +8; darkvision 60ft. | Speed 20ft | flurry of blows, calming strike 2 | Active conditions: None.

I am on vacation this week. I will be keeping up with my games off and on via RSS, but please do not hold anything up waiting for me. There should be botting instructions in my profile. Do not hesitate to use them to move things forward.

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