[PFS1] 2-11 The Penumbral Accords (GM Watery Soup) (Inactive)

Game Master Watery Soup

Maps


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(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Please post:

Player Name
Character Name
PFS #
Faction
Slow/Normal
Day Job (please go ahead and roll now)

We will be APL 4.0 so the Level 3s will be OOT.

Silver Crusade

Female NG Half-Elf (Wildborn) Inquisitor 6 | HP: 40/40| AC: 20( 15Tch, 15 Fl) | CMB: +6, CMD: 21 | F: +8, R: +9, W: +9 | Init: +7 | Perc: +13, SM: +14 | Speed 30ft | Active conditions:none

Player Name:Garon N. aka Blue Moose
Character Name:Nali Faina
PFS #:153161-7
Faction: Silver Crusade
Slow/Normal:Normal
Day Job :n/a

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Player Name PaleDim
Character Name Arin Qualnoh
PFS # 272301-15
Faction Liberty's Edge
Slow/Normal Normal
Day Job N/A

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

Player Name grimdog73
Character Name Goran Baldaros
PFS # 125048-05
Faction grand lodge
Slow/Normal normal
Day Job (please go ahead and roll now) none

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Player Name Enchanter Tim
Character Name Hayden Greyrun
PFS # 1142-10
Faction Sovereign Court
Slow/Normal Normal
Day Job Heal: 1d20 + 5 ⇒ (16) + 5 = 21

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Player Name Daniel
Character Name Eldon Garcia
PFS # 134452-1
Faction Grand Lodge
Slow/Normal Slow
Day Job Craft weapons: 1d20 + 9 ⇒ (7) + 9 = 16

Hi there everybody!

I hope we have a fun game here together :)

And thanks to the GM for choosing Eldon by choosing the proper random algorithm!

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

Thanks for being able to join you GM! :-)

Player: noral
Character: Xiao Katsu
Pfs: 314670-16
Faction: Silver Crusade
Track: normal
Day job : perform : 1d20 + 10 ⇒ (15) + 10 = 25


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Xiao, can you update your tagline and profile?

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

This sounds like an interesting (and dark) setting.

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

Done GM! Thanks for the hint. Will post ASAP.

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

___________

So team, I need to inform you all about mechanical stuff related to Xiao that affects all of you!

--

MISFORTUNE revelation - REROLLING ANY d20 ROLL BEFORE KNOWING THE RESULT

Misfortune (Ex): At 1st level, as an immediate action, you can force a creature within 30 feet to reroll any one d20 roll that it has just made before the results of the roll are revealed. The creature must take the result of the reroll, even if it’s worse than the original roll. Once a creature has suffered from your misfortune, it cannot be the target of this revelation again for 1 day.

The trickiest thing for everyone to keep track of in a PbP format is his Misfortune revelation. Basically, he can require anyone (including allies) to reroll a d20 once/day.
Caveats: it uses his immediate action (so it's not available when he's still flatfooted) and it has a 30' range limitation.

This means that
a) I can use it on you once/day per person;
b) but I can only use it once/round (since it uses my immediate);
c) so as an ally try to stay within 30' of Xiao if possible.

To my fellow players: In a PbP format, I think the best way to handle this is for you each to decide for yourselves if you want to use the ability and just be sure that someone else hasn't already used my immediate previously that round.

To the GM: With regard to foes, I'm fine with the GM reflecting the misfortune hex against a foe, using the following priorities:
- Enemy attack rolls: If a foe threatens a crit against an player that has only 20 hp left then Xiao will immediate action misfortune the initial attack roll.
- Enemy saving throws: When they have to make a save and have rolled 13 or better on the d20 roll then Xiao will immediate action misfortune the initial attack roll.

---

SAVING FINALE - REROLLING A FAILED SAVING THROWS

To fellow players: Saving Finale is a spell I can only use when I have a performance active but if you have already used Misfortune on yourself and fail a saving throw then this could help.

Caveats:
a) you must be within 30';
b) this also uses my immediate action, so it might not be available if I've already used it for Misfortune;
c) this depends on me having Bardic Performance up, which I will normally do.
d) In the case of Saving Finale, you can actually wait to see whether or not you failed (as opposed to Misfortune, where you only see the die roll, not the result), so this is a very handy bailout.

--

I hope this was understandable! :-)

Thanks to GM Abraham from whom I copied major portions of the text above as he is also using Misfortune with one of his characters.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

I do not know for missfortune, but for saving finale, I have been using it in the boards with my bard and GMs have been very agreeable to retcon results when needed when I used it.

I say this because it is usually hard to remember about the powers of other players, and also a bit odd to use their actions, so it will probably work better if you decide when to use those.

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Looks like Eldon is our front line fighter? He'll be the target of Hayden's lifelink then.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Eldon would benefit enormously from having a flanking buddy. If any of you is able to move forward and help with that or summon a flanking monster, don't be shy to provide!

And thanks for the life link Sir Hayden.


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺
Xiao wrote:
Enemy attack rolls: If a foe threatens a crit ...

Will you know it threatens? You're not supposed to know the result result, right? Only the die result? So if an enemy rolled an 18, you wouldn't know if it missed or hit or crit, just that it was 18?

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:
GM Watery Soup wrote:
Xiao wrote:
Enemy attack rolls: If a foe threatens a crit ...
Will you know it threatens? You're not supposed to know the result result, right? Only the die result? So if an enemy rolled an 18, you wouldn't know if it missed or hit or crit, just that it was 18?

Very good point GM, I as a player I know what the unmodified crit ranges of the different weapons/natural attacks that opponents have is but you might of course rule that Xiao does not know that. He has all knowledge skills but maybe craft weapons is better suited to know the crit ranges.

So to make it simple we could go for the following?

Enemy attack rolls: If a foe rolls a 20 on a d20 roll to attack then reroll please OR if a foe rolls a crit (that was not based on a natural 20) then reroll the crit confirmation roll if the d20 roll is 13 or better.

I am sorry for the complications here but I noticed that in pbp it is better to have preset conditions that GMs and players can use as retcons are harder to deal with in pbp.

Any thoughts?

Thanks a lot!


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

That sounds good.

Don't worry about complications, I love learning about new characters.

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

Great! Thanks

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

@Arin: Eldon knows Celestial, in case you need to tell him something during combat. He has no idea of Abyssal though.

Silver Crusade

Xiao Junior | Male NG Halfling - usually enjoying life | Bard 5, Oracle 1 | Bardic Performance 14/21 | HP 51/51| AC 19 T 16 FF 14 | CMB -1, CMD 12 | F: +9, R: +14, W: +11 / +9 vs. fear | Init: +3 | Perc: +9, Dipl: +24, SM: +24 | Reroll 1/1 | Chaldira reroll 1/1 | Oracle 1st 4/5 | Bard 1st 6/6, 2nd 4/4 | Speed 15 ft (40 ft on riding dog), Swim 15 ft | Familiar 12/12 HP | Riding Dog HP 13/13 | Active conditions:

Don’t forget: Inspire courage! +2 to hit, +1 to damage! with bless.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)
GM Watery Soup wrote:

As I understand it, no check is required to move out of grease, since the checks are determined by the square you are moving into, not the ones you're moving out of. If she does need to make an Acrobatics check, she should be limited to half speed too. And as I understand it, with a Climb speed no check should be required to move across a rafter. But I'll post checks anyway in case I am wrong.

Grease wrote:

A creature can walk within or through the area of grease at half normal speed with a DC 10 Acrobatics check. Failure means it can't move that round (and must then make a Reflex save or fall), while failure by 5 or more means it falls (see the Acrobatics skill for details). Creatures that do not move on their turn do not need to make this check and are not considered flat-footed.

Emphasis on the relevant parts is mine. But most people just ignore that part of the spell so no problem :)

He made the check anyway!


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

But what happens if someone walks from inside grease to outside grease?

I've always seen it ruled as normal movement. The rationale is that all other movement rules are set by the target square, rather than the origin square. E.g., One can step OUT of difficult terrain, but not IN to difficult terrain. So moving from grease to grease = Acrobatics required, from normal to grease = Acrobatics required, from grease to normal = no check.

Even though the alchemist made the check, I'd like to know, because if she had to make it, she should have only moved half speed (I moved her full speed).

I know it may not matter because I suspect she may already be dead (there are a few posts pending in Gameplay I havent read yet) but it'd be nice to know. I'm running high tier on this one specifically so stuff like this comes up and I can learn.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

Well, I guess it makes sense if you just walk out, then the speed is probably not reduced, because as you say you normally count distance by the terrain of the squares where you enter.

Still, if "Creatures that do not move on their turn do not need to make this check" implies that those that move have to make the check (or at least it points towards that because otherwise why to state it). It also has physical sense, that if you start to move your feet on a slippery surface, you can fall.

Some GMs even rule that standing up is moving on their turn and have to perform another acrobatics check. But well, as said, ultimately most people just ignore that part of the spell and only take attention at the initial Reflex or fall.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)
Goran Baldaros wrote:
ah my bad...its the Fire domain ability...sorry. not sure if the bonuses add to that

According to this FAQ rays are considered weapons even for things like inspire courage.

That said spell like abilities like fire bolt are subject to spell resistance.

It might still be that fire damage has some side effect in the ice golem? Even vulnerability?

Also of note, energy damage bypasses DR.


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

This is exactly why I wanted to GM a high tier game. I think I have this down but it's not automatic. I'm going to dig around in the rule books for a bit.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

yeah i was unsure as to the ruling, hence why i excluded it...one of the greyish areas....


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Grimdog knows how much I struggle with SR. :)

And he also knows that I know elemental damage bypasses DR ... and that sonic is elemental! It's forever drilled into my head now. :D

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

this was an easy read though...ice golem...kill it with fire...

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)
GM Watery Soup wrote:
This is exactly why I wanted to GM a high tier game. I think I have this down but it's not automatic. I'm going to dig around in the rule books for a bit.

PbP is a great medium for this. My knowledge of the rules really started to spike when I started GMing games in these forums 5 years ago. Being able to stop and look at the rulebooks, faq, prd and rules forums is just great if you want to make sure you adjudicate rules consistently and fairly. With time that self-confidence starts to flow easily and naturally to face2face games too.


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Honestly, I'm not sure I would ever get a chance to GM a F2F PF1 game again. F2F PF1 games were already uncommon except for the 7-11s, and by the time I'm comfortable doing 7-11s, I think they'll be rare.

---

So basically the ice golem has immunity to anything "that would trigger spell resistance" - so I believe that spells just don't work (not even a CL check could overcome it). But, with the exception of "spells with the fire descriptor" - I tried looking but could not find a formal list of descriptors. However, it seems pretty clear that Fire Bolt should have the fire descriptor. The golem has a vulnerability to fire, which I'm pretty sure works just as if non-magical fire were used. So the spell resolves normally with 150% damage.

An unresolved question I have is this: if the spell (or SLA) were not obviously fire, how do I find a list of descriptors? I found a page on AoNPRD that can pull up a complete list of spells with the fire descriptor - but domain spells like Fire Bolt aren't listed. Also, it's a PITA to pull up the whole list and search it every time I want to look up a spell.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

All the APs published here in Spain are still PF1. We still do not even have the PF2 manual translated. Thus, all my campaigns are PF1. And we still have material to have our hands full for at least a couple of decades anyway.

As for descriptors. They appear next to the spell school name between parenthesis: shocking grasp

The magic chapter has a list of all the descriptors available.

For SLA it is more tricky indeed as commonly descriptors are not listed. But often it should be easy to judge from what the spell is doing, or if the ability resembles an existing spell.

Hope that helps!


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Thanks!

Who plays PF2 and who plays PF1 seems very dependent on the local community. There are 6 Lodges in my area (San Francisco Bay Area), 4 are pretty much exclusively PF2 (including the 2 closest to me), 2 are PF1 but running 7-11 and Seeker only.

It's too bad, because there's a ton of really good material for PF1. I didn't join PFS until the middle of Season 10, so I have a lot of scenarios to play through too.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None
Eldon García wrote:
Goran Baldaros wrote:
ah my bad...its the Fire domain ability...sorry. not sure if the bonuses add to that
According to this FAQ rays are considered weapons even for things like inspire courage.

It isn't a spell ray though, it's just a ranged touch.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

What type of spell it would fall in if not a ray spell? If the SLA falls exactly on the same rules of a ray (see effect on magic chapter), why would you not consider it a ray spell? There are only two effects with special rules, ray and spread.

Even then, why would the inspire courage would apply to a scorching ray but not to a missile of acid like the one created by acid splash for example?

Just calling it a bolt instead of a ray is fluff to the end of my understanding, as there are no different rules for bolts than for rays.

Sovereign Court

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Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

Sigh. Welcome to the PF1e game of parsing language. I dislike some of the gamey-ness of 2e, but this is an area that it was nice for them to try and clean up.

What's the difference between a ray, a missile/orb, and a bolt? Who knows. Maybe one is modified if you have Weapon Focus (Ray) and the others aren't, but I think all benefit from Inspire Courage.


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Inspire courage grants +1 to attacks, regardless of the type; whether Fire Bolt is a ray or not is irrelevant. I just wasn't sure whether Hayden had somw other non-stacking bonus that would prevent him from taking Inspire Courage.

Grand Lodge

HP 41/41 AC 23 TAC 17 FF 17 (+1 vs traps) | CMD 21 | F +6 R +10 W +4 (evasion,inmune sleep,+2 vs enchantments,+1 vs traps) | Init +7 | Senses Low-light +9 (+10 vs traps) | AP: 3/5 Dare: 9/10 L1: 3/3+
Skills:
Acrob+13/+18,Bluff+5,Climb+7,C.(weap.)+9,Diplo+2,DisablD+17,Disguise+2,Esca pe+10,Arcana/Dungeon/Engineering/History,Local/Planes+9,K.other+5,Linguist+ 9,Spellcr+10,SoH+10,Stealth+11,Swim+5,UMD+9,Concentr.+9
Male Elf Magus 2/Rogue (Unchained) 3 | - (Inactive)

I totally agree with that. For all complains about PF2 traits, that is a great improvement to avoid this kind of endless/pointless discussions :)

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

see, it's stuff like this is why I predominantly play fighter types...wade forward and smash...ease peasy, goblinhead squeezy

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None
Eldon García wrote:
I totally agree with that. For all complains about PF2 traits, that is a great improvement to avoid this kind of endless/pointless discussions :)

This for sure. I suppose it remains to be seen if the system will show it's own cracks in time :), but early on I remain pretty hopefule. E.g., for this case it would simply be spell attack all around, and it's obvious what applies to it (so nice).

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Hello all. This is an FYI that I will be in the wilderness and away from computers (and so unable to post) starting this Thursday morning (7/9) and returning Sunday evening (7/12), in US/Pacific time. Feel free to bot me as needed during that time.


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Roll high on Survival!

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Modern circumstance bonuses and all, I should be okay :)


(he/him) | March of the Dead | [/url] | [url=] | Icons: ◆◇↺

Sooo ... I don't think Uthil Mak is going to survive the round, and the end of the scenario is not too far from the end of combat. This game will come to an end long before I had aimed for (end of Jul / beginning of Aug).

This scenario is the one of several "recommended" scenarios I wanted to run. I was planning on running "4-19 Night March of Kalkamedes" at Gameday if it fit the theme, and/or another one-off was "10-12 Breath of the Dragonskull" which was my very first PF1 scenario and holds a dear place in my heart.

Would any of you be interested in the following?

1. Running either 4-19 or 10-12 on an accelerated timeframe (with the goal of finishing before Gameday)?

2. Running either 4-19 or 10-12 on a non-accelerated timeframe? (I usually plan for a game to last 6-8 weeks, which would mean your characters are locked out of Gameday)

3. Running an early-season scenario on an accelerated timeframe (0-02 or 0-13)? The early season scenarios seem to be running super quick for me (I ran 0-05 in 4 weeks, I played 0-02 in 4 weeks, and you murdered everyone in this scenario in just under 4).

Sovereign Court

Half Elf Divine Hunter Paladin 4 / Life Oracle 2 [HP 62/62 | AC 20/13/17 | F+10 R+7 W+11 (+2 vs. enchantment, +2 vs. death effects) | Init +3 | Perception +5, Sense Motive +7]

As much as I would love to join for another game, I will bow out after this one. We are getting ready to move and I won't have the bandwidth to do another.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Given that I'm out Thursday->Sunday, I couldn't start an accelerated timeframe this week.

I am interested in continuing on though. I'm not personally needing to finish the next thing before gameday, but would consider an accelerated timeframe that started next week. What does "accelerated" look like in this context? Two posts a day? Three every two days?

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Looks like I'll need to level up too, BUT I think I can do that in short order on Monday.

Grand Lodge

male Human Cleric 6, HP 50/52, AC 21, T 13, FF 18, F +7, R +6, W +9, Initiative +1, Perception +7

i'm up for whatever, but i already played Night march of kalkamedes. if you run that, i'll catch up with you guys after.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

Oh, I should actually check my played scenarios to be safe...

consults PFS tracker...

Cool. Have played neither of them.

Silver Crusade

Female NG Half-Elf (Wildborn) Inquisitor 6 | HP: 40/40| AC: 20( 15Tch, 15 Fl) | CMB: +6, CMD: 21 | F: +8, R: +9, W: +9 | Init: +7 | Perc: +13, SM: +14 | Speed 30ft | Active conditions:none

While I haven't played either, I already have Night March on a list that I'm doing with a set group. So, Dragonskull would be my preference. That said, I'd be more then willing to continue along this crew for another run. Nali would level to 6 with one more scenario.

Liberty's Edge

Male Gnome Oracle 10 | HP 73/73 | AC26 T15 FF24 | CMB +5, CMD 19 | F+4 R+5 W+8; +2 v fear/despair; +2 v lang effects/spells | Init+6 | Low-light vision | Perc+13, SM+1 | Speed 20ft | Spells: 1st 8/8; 2nd 7/7; 3rd 7/7; 4th 6/6; 5th 4/4 | arcane bond [_] | mnemonic vestment [_] | arcane mark [_], comprehend languages [_], message [_], read magic [_] | Channel Positive Energy 6/6 | Energy Body (rounds) 10/10 | Combat Healer [_] | Delay Affliction 2/2 | Eternal Hope [_] | Active conditions: None

And, I'm in that group too (thanks for the reminder), and do not have replays to spare.

So it looks like I would prefer 10-12

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