GM Zoomba's Trapping the Hag's Claw [High Tier] (Inactive)

Game Master Zoomba

Skill/Macro sheet

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The End Awakens | The Day the River Died

Discussion thread!

Please check in below with your:

Character name:
Level:
PFS #:
Faction you're repping for this mission:
Any Season 4 scenarios you've played and have the chronicle for on this character:

Also if you have any GM glyphs to apply here, or any weird character element (especially important passive abilities like Trap Spotter) I should know about please let me know that as well!

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Character: Professor Patrick Barnard
Level: 8
PFS#: 124312-2001
Faction: Grand Archive
Relevant Chronicles: 3-19, 4-07, 4-06, 4-11
GM Glyphs: 3
Notes: Has been attending counselling sessions with Fola Braun to relieve his anxieties about women. Blames Aslynn for his mental state and his nightmares and desires payback. Socially awkward & a typical nerd.

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

Character name: Drak
Level: 8
PFS #:20781-2001
Faction: Grand Archive
Any Season 4 scenarios you've played and have the chronicle for on this character:
4-06 Signal from the Electric Laboratory
3-17 Dreams of a Dustbound Isle
GM Glyphs:4

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Character name: Teja Khellkdottir
Level: 8
PFS #: 100387-2001
Faction : Grand Archive
Any Season 4 scenarios you've played and have the chronicle for on this character: 4-06; 4-99;

Has Trapfindinding.
Kreighton's cognitive crossover (society, occultism)

Horizon Hunters

Female CG Elf Rogue 11 | HP 127 | AC 31 (33 w/ shield or nimble dodge) | F +18 R +22 W +18 | Perception +19 Stealth +22 | ◆◇↺ | Character Sheet

Character name: Fortiva
Level: 10
PFS #: 2361-2002
Faction you're repping for this mission: Horizon Hunters
Any Season 4 scenarios you've played and have the chronicle for on this character: 4-06 and 4-11, the Electric Castle/Lab storyline
No glyphs
A couple interesting passive ability like Evasion and Foil Senses, and fun reactions like Opportune Backstab. :)

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Character name: Astrid Gertasdottir
Level: 10
PFS #: 35206-2002
Faction you're repping for this mission: Horizon Hunters

Played 4-06 Signal From the Electric Laboratory and 4-11 Prisoners of the Electric Castle. I have one glyph.

Astrid has Juggernaut-Fort saves are critical saves, Bravery-frightened conditions reduced by one and fear saves are critical saves

Horizon Hunters

1 person marked this as a favorite.
TN Human (Ulfen) Herbalist Ranger (Outwit) / Beastmaster / Cleric (Erastil) w/ Nimble Bird Companion 10 | ◆◇↺ | Explore: Search or Track "Oozeshard"
Stats:
AC 28 or 29 vs prey |♥️ 148 | Saves @ 18**/22**/19** w/ Evasion | Perception (+20 or +21 visual); +2 vs prey | Speed 30
| ☘️ ☑☑ | Prey: Oozeshard | ✋✋ Spiritbreaker (Astral Katana) | ⚕ none

Character name: Jakoby & Ro
Level: 9
PFS #: #2366390-#2001
Faction you're repping for this mission: Horizon Hunters
Any Season 4 scenarios you've played and have the chronicle for on this character: None
Glyphs: 3

GM Meta:

➤ Aware of the strengths and limitations of her primary weapon - her longbow (with the Volley trait which imposes a -2 penalty to Strikes within 30 feet) - while exploring, she will typically carry it when she is in an more spacious outdoors setting, and typically stow it and instead draw her katana when she is in a less spacious indoors setting.
➤ A bit of a dedicated switch-hitter, if Jakoby finds herself amongst a party that lacks a dedicated front-line combatant, and if at least one of the other members volunteers to support her in doing so, she can play that role for the duration of the adventure, and will always carry her katana as her default weapon.
➤ Jakoby will attempt, when possible, to Track every creature she encounters, having a few class abilities that interact with her having successfully done so, including Hunt Prey and Swift Tracker - the latter enabling her a free Stride on her first turn when rolling Survival for initiative against her prey!
➤ When using her Monster Hunter class feat - granting a free action Recall Knowledge check against her prey - in conjunction with her Clever Improvisor ancestry feat - which let's her treat untrained skills as trained and add her level to those checks - if Jakoby has any remaining Hero Points, she will typically use one to avert critical failure, so as to prevent the possibility of acting upon erroneous information
➤ Jakoby has Assurance with her master proficiency in the Nature skill, and when rolling for Monster Hunter against multiple foes, will typically use it to assure her result (currently "25"). Against an individual creature, she would typically prefer to roll, using the same precaution for Hero Points (to avert critical failure) as above.

☀) Remaster Elements: A warrior skilled at range and melee, Jakoby will likely be making liberal use of the new (◆) Swap function of the Interact action!

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

Apologies, I should have mentioned Drak has
Spiritsense (Imprecise) 60 Feet Spiritsense enables you to sense the spirits of creatures, including living creatures, most non-mindless undead, and haunts within the listed range. As with your hearing and other imprecise senses, you still need to Seek to locate an undetected creature. As spiritsense detects spiritual essence, not physical bodies, it can detect spirits projected by spells such as project image or possessing otherwise soulless objects. It can’t detect soulless bodies, constructs, or objects, and like most senses, it doesn’t penetrate through solid objects.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
Jakoby & Ro wrote:
☀) Remaster Elements: A warrior skilled at range and melee, Jakoby will likely be making liberal use of the new (◆) Swap function of the Interact action!

I love this new feature. Astrid will be using it as well for quite different reasons.

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Patrick may well be the easiest one to translate. Only just got the book. Still need to study it and see what's changed. Is there a summary anywhere?

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

There may be others, but this is the first one I saw.

Link

I am planning to leave Drak as he is until after this adventure, so I can study the changes.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Yeah I won't be doing any changes soon. Astrid is relatively straightforward so I may not have any need or reason to rebuild.

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Looks like all I need to change with Patrick is Languages and anything related to spell schools.

As for my halfling rogue - I don't see any changes at all.

The aasimar and tiefling - they may be different stories.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Is there a summary of all the changes? I heard that alignment is going the way of Ghol-Gan. But am unclear on the rest.

Horizon Hunters

Female CG Elf Rogue 11 | HP 127 | AC 31 (33 w/ shield or nimble dodge) | F +18 R +22 W +18 | Perception +19 Stealth +22 | ◆◇↺ | Character Sheet

Had not realized it had reached the publication stage.
Something to do with the long weekend next week, I guess.

Speaking of which, I'll be away for a long weekend at U-Con, starting tomorrow. I should be able to check in here or there, but won't be super active until I'm back late on Monday.

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

Player Core and GM Core were officially released yesterday. I have heard some subscribers have had access for a few days already, but I got my PDF last night.

There have been a bunch of Blog posts and discussions over the last few months, with the latest Here and the previous Remaster Core Preview PDF


The End Awakens | The Day the River Died

Yes - the remaster is technically live now, but there will be a transition period. Summary of how PFS is handling it HERE

I plan to be fairly lenient/understanding as everyone slowly figures out the various minor changes that may come into play, especially for games like this happening right as it launches.


The End Awakens | The Day the River Died

And we're off! Well, 'started'. Technically you haven't even left the Grand Lodge yet :)

I have posted a link to the Slides we'll be using for maps/handouts/etc at the top of the campaign and in my profile header. If you can add your preferred token images to it when you have a chance please do so.

At the top of the campaign there is also a link to a Sheets doc for Skills and saves. If you could please fill out your characters' bonuses on one of those tabs, it would be greatly appreciated as it is a useful tool for me as a GM to be able to not only quickly roll Initiatives, but also quickly get needed info for any Secret Checks that may arise all credit to HMM who was the one to introduce me to that trick for PbP, and if they in turn got it from someone else all credit to that person as well :)

For those of you whose characters played 4-06:
What did your tables do about Revecka? (should be noted on your chronicles in case you don't recall)

Astrid, Patrick, Fortiva:
When you rescues the 'Prisoners of the Electric Castle' (4-11):
* Was Narcela able to fight off her transformation, or did you need to battle her? (and if the latter, was she slain or kept alive?
* Did you manage to escape the castle with the Gale's Claw?

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

what happened:

Yes, Revecka survived and was brought back. Narcela fought off her transformation and they had finally met. And yes, we stole the ship.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

Revecka:
Recharged her heart

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

4-06:
We recharged Revecka's heart and helped Lumna stabilize their form.

4-11:
Narcela was able to fight off her transformation. We escaped by stealing Aslynn's boat. Also Astrid left a nasty message for Aslynn on the walls when we stole everything in Aslynn's vault. Lumna survived. Aslynn's nightmare did not. All of the scholars were rescued.

I'll fill out the sheets later tonight after work.

Horizon Hunters

Female CG Elf Rogue 11 | HP 127 | AC 31 (33 w/ shield or nimble dodge) | F +18 R +22 W +18 | Perception +19 Stealth +22 | ◆◇↺ | Character Sheet

I'll copy Astrid's answers. We were very effective.

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

4-06:

We helped the alien, helped Revecka by helping to charge her heart, and we convinced the crowd we had the situation under control

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

My remaster is late in the mail.

Is Breath of Life still a reaction?

=)

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

I actually looked at Patrick's remaster - it was more complicated than I thought. Spall names have changed, some class feats were missing and somehow two skills lost their trained bonus. Also the number of languages he knew had dropped.

But yes, Breath of Life is still there. It's a 5th level Divine spell.

BREATH OF LIFE [reaction] SPELL 5
CONCENTRATE HEALING VITALITY
Traditions divine
Trigger A living creature within range would die.
Range 60 feet; Targets the triggering creature
Your blessing revives a creature at the moment of its death.
You prevent the target from dying and restore 5d8 Hit Points
to the target. You can’t use breath of life if the triggering effect
was a death effect or an effect that leaves no remains, such as
disintegrate.
Heightened (+2) The healing increases by 1d8.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

What is a "standard-grade alloy orb (GM Core 263)"?

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
rainzax wrote:
What is a "standard-grade alloy orb (GM Core 263)"?

ALLOY ORB ITEM 3+

CONSUMABLE MAGICAL TALISMAN
Usage affixed to a metal weapon; Bulk —
Activate [one-action] (concentrate)
Although solid, this orb of metal swirls with bright silver and
dark iron colors, as if made of liquid. When you activate the
alloy orb, select cold iron or silver. The affixed weapon functions
as the chosen material for 1 minute, suppressing its original
material. Powerful weapons overwhelm the magic of this
talisman, and it works only on weapons of 8th level or lower.

Type low-grade alloy orb; Level 3; Price 10 gp

Standard grade works on weapons of 15th level or lower and costs 80gp.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

So it looks like the standard grade ally ore is an excellent way to give a metal weapon the cold iron property. A cold iron blanch from the Pathfinder Lost Omens: Pathfinder Society Guide looks like it is still usable as well but takes two actions to apply versus one to activate an ally orb talisman.

It looks as though most of you can use the lower level version costing 10 gold if you prefer since most of your weapons will be 8th level or lower. I have level 10 runes on my shield boss and bastard sword so I will have to use the higher level version.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

@ GM Zoomba

I really like the idea of getting a special weapon specifically for Aslynn. If I purchase a low grade cold iron short sword how would that interact with my doubling rings? I have it set so that my shield boss supplies the enchantment to whatever nonmagical weapon I wield. Would the cold iron short sword (tentatively named Hagsneiðari or Hagslicer in common) get the +2 to hit and extra die of damage from the shield boss? Other options include no benefit at all since it can only hold actual runes of up to 8th level or possibly only +1 to hit and one extra die of damage. I'm inclined to say that it would get the +2 and extra die much like it would if I had a greater runic weapon spell cast on it or greater oil of potency but I can see it going either way.


The End Awakens | The Day the River Died

@ Astrid: That is a very good question, that I am trying to look up to see if its been clarified.

My initial gut read is that because Doubling Rings are phrased as 'the [main] weapon's fundamental runes are replicated onto [the off-hand weapon]' then the more powerful fundamental runes wouldn't work on the lower-grade material. If so, I'd say that that off-hand cold iron sword would only gain the +1 to hit and the extra damage dice [ooc](a very strict ruling would give it the extra damage dice from the Lv 4 striking rune but no attack bonus from the Lv 12 +2 potency rune, but that seems very much against the spirit of the intentionally 'upgradable' nature of these runes and so I'd say the low-grade iron can channel part of that rune's power but just not all of it).

I am still taking a look to try and find if there's been other rulings/discussions about the issue though, and will have a final table ruling for you shortly!

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Text for new Doubling Rings?

Old Doubling Rings:

Spoiler:

This item consists of two magically linked rings: an intricate, gleaming golden ring with a square-cut ruby, and a thick, plain iron ring. When you wield a melee weapon in the hand wearing the golden ring, the weapon’s fundamental runes are replicated onto any melee weapon you wield in the hand wearing the iron ring. (The fundamental runes are weapon potency and striking, which add an item bonus to attack rolls and extra weapon damage dice, respectively.) Any fundamental runes on the weapon in the hand wearing the iron ring are suppressed.

The replication functions only if you wear both rings, and it ends as soon as you cease wielding a melee weapon in one of your hands. Consequently, the benefit doesn’t apply to thrown attacks or if you’re holding a weapon but not wielding it (such as holding in one hand a weapon that requires two hands to wield).

Doubling Rings
Item 3
Source Core Rulebook pg. 609 4.0
Price 50 gp

Doubling Rings (Greater)
Item 11
Source Core Rulebook pg. 609 4.0
Price 1,300 gp
The rings also replicate property runes from the weapon in the gold-ringed hand, so long as the weapon in the iron-ringed hand meets all the prerequisites for a given rune and is not a specific weapon. The weapon in the iron-ringed hand gains the benefits of those runes. All its own runes are suppressed. When you invest the rings, you can elect for the rings to transfer only fundamental runes, in which case they function as standard doubling rings.


The End Awakens | The Day the River Died

The Remaster item text is the exact same.

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Well it turned out that the two missing skills was my fault so I've fixed that in the Remaster sheet. And since the wizard class feat 'Hand of the Apprentice' is no longer there and I used 'Natural Ambition' to get it, a little rejuggling of feats and Patrick now has 'Diehard'.

I still have to check actual spells though.


The End Awakens | The Day the River Died

If you have questions about if any spell text/rules have changed in the Remaster, let me know and I can check/confirm (while the remastered versions are still awaiting being live on Archives of Nethys)

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

@Jakoby @Teja

The new swap action for interact makes it quite easy to draw and cast a spell from a scroll if your hands are full. I've picked up several for Astrid. There are several low level divine and occult spells that might prove useful. I urge you both to take a look at the list and see if anything suits your tactics. While the attack spells might not be particularly useful there are plenty of buff and utility spells that could come in handy. Low level scrolls are pretty inexpensive. a lvl1 is 4 gold, lvl 2 is 12 gold and lvl 3 is 30. The lvl 4 fly spell I bought for Astrid is somewhat pricy but I figure if I need to fly I really need to fly. It'll only be used for emergencies anyway.

Grand Archive

Male Human Wizard (Universalist)-9 ( lb) | hp:81/81 W1 | AC:26 | P:15 : F:16 R:18 W:18 | DV | HP:1/3 | SA+18 DC 29 | SS/d 1:3/3 2:3/3 3:3/3 4:3/3 5:2/2 | GA | 124312-2001

Are we actually going to be using the Remastered Rules in this adventure? If so, I should finish Patrick's conversion and am I going to need to purchase the GM Core as well?


The End Awakens | The Day the River Died

All of the Remastered Rules are no live and active in PFS, and I will be using them as best I can.

In terms of your characters, you do not need to convert over your characters now if you do not wish: every character that has been played/reported for at least one game already can continue as they are, or can get a one-time rebuild to use by the end of next year.

The only mechanical elements of your own character that will be converted over right now are a) if they interact with the base rules of the game differently now or b) for spells if the Remaster text of a spell with the exact same name has had its rules change (or been errated) the new rules/damage would apply.

Example: If you know Color Spray, you can still use it. Or learn 'Dizzying Colors' and use that instead. But while you can also still use Electric Arc, that cantrip will now use the Remaster Rules' damage of 2d4+1d4/spell rank, instead of the old '1d4+Mod+1d4/spell rank

Again, if you have any questions about any specific element of your character of the rules please let me know and I'm happy to assist and confirm. Also both the Player Core and GM Core are considered pasrt of the 'Core Assumption' for the campaign and so you do not need to purchase them in order to use things in them. (and hopefully the Remaster rules should be up on Nethys in a few days for easier searching/perusing)

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

@Astrid, I am game. Any quick suggestions for MC Cleric?

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

1- bless, heal, spirit link, protection

2- heal, comprehend languages, darkness, darkvision, faerie fire, resist energy, see invisibility, Shield other, status, water walk, water breathing

3- heal, Heroism, Organsight

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

What are the new consolidated removal spells?

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

I don't know. I've barely begun to look at the new spells. If they require counteract checks though you'll want them at a higher level.


The End Awakens | The Day the River Died

A lot of the long-term affliction removal spells have been consolidated from the multiple 'Remove ____'s into Cleanse Affliction:

Cleanse Affliction text:
Spell rank 2
Traditions divine, occult, primal
Cast 2 Actions
Range touch; Targets 1 willing creature
Gentle restorative magic pushes back the effects of toxins and more complex maladies. Choose an affliction on the target, such as a curse, disease, or poison. If it has advanced past stage one, reduce the stage by one. This reduction can be applied only once to a given case of an affliction, with the case ending when it’s completely cured. Although the reduction can’t occur again, heightened versions of this spell attempt to counteract with each casting.
Heightened (3rd) Attempt to counteract (page 431) the
affliction if it is a disease or poison.
Heightened (4th) Attempt to counteract the affliction if it is a curse, disease, or poison.

There are also the below spells for removal of more 'immediate/combat-relevant' conditions

Clear Mind:
Spell Rank 2
Traditions divine, occult, primal
Cast 2 actions
Range touch; Targets 1 willing creature
You drive mental contamination from the target’s mind. Attempt to counteract (page 431) an effect of your choice imposing one of these conditions on the target: fleeing, frightened, and stupefied. If you failed to counteract the effect but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress conditions that are part of curses, diseases, or a natural state of the target.
Heightened (4th) Add confused, controlled, and slowed to the list of
conditions.
Heightened (6th) Add doomed to the list of conditions. Heightened (8th) Add stunned to the list of conditions.

Sound Body:
Spell Rank 2
Traditions divine, occult, primal
Cast 2 actions
Range touch; Targets 1 willing creature
You send a surge of healing energy to restore the target’s body. Attempt to counteract (page 431) an effect of your choice imposing one of these conditions on the target: blinded, dazzled, deafened, enfeebled, or sickened. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed. This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
Heightened (4th) Add drained and slowed to the list of conditions.
Heightened (8th) Add stunned to the list of conditions.

Sure Footing:
Spell Rank 2
Traditions divine, occult, primal
Cast 2 actions
Range touch; Targets 1 willing creature
You free the target’s limbs from ailments that impede mobility. Attempt to counteract (page 431) an effect of your choice imposing one of these conditions on the target: clumsy, grabbed, or paralyzed. If you didn’t counteract the effect, but you would have if its counteract rank were 2 lower, instead suppress the effect until the beginning of your next turn. The effect’s duration doesn’t elapse while it’s suppressed.
This spell can’t counteract or suppress curses, diseases, or conditions that are part of the target’s normal state.
Heightened (4th) Add immobilized, restrained, and slowed to the list of conditions.
Heightened (6th) Add petrified to the list of conditions.
Heightened (8th) Add stunned to the list of conditions.

Verdant Wheel

Action Symbols ➤ (◆), (◆◆), (◆◆◆), (◇), (↺) | Status Symbols: ♥️ hit points, ☘️ hero points, ✋ held items, ⚕ status conditions

Hmm, yeah those Counteract Checks make picking up low-level scrolls dubious - unsure I can justify the opportunity cost of probable single round condition negation to sheer offensive capacity.

The rest of those Cleric spells, I am of a similar mind. My character has some back-up healing and mitigation of persistent damage in a pinch, which I think will be sufficient.

I think nailing the skill challenges for this scenario (containment one, dreamscape, containment two) will help us reduce Aslynn's numbers so she doesn't steamroll us. I will be focusing on that, Hero Points and all.

Speaking of which, I am a 3-Glyph GM, and will give my Hero Points to our deceptive party members aforementioned: Astrid, Teja, and Drak!

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:
Jakoby & Ro wrote:
Jakoby makes eye contact with the "trixiest" of the party-members...

Unfortunately I don't have enough gold left to buy a scroll of glibness (lvl 4-70 gold) or whatever the new version is called and I don't really want to buy a ventriloquist ring.

Edit-Looks like it's uncommon too although it's not particularly game breaking. I bet access can be purchased with achievement points.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Looking over some of the new spells I'd like to add a couple of lvl
1 scrolls of protection to my shopping list. +1 status to AC is nice and it's not limited/restricted like the old protection was.

Grand Archive

”Drak” | Male NG half-orc bard 8 | HP 88/88 | AC 26/27 | F +15 R +16 W +15 | Perc +14 (Darkvision, Spiritsense) | Default Exploration ( Cast Spell Inspire Courage) | Speed 25ft | Focus Points 2/2 | Hero Points 1/3 | Spells: 1st 3/3 : 2nd 3/3: 3rd 3/3: 4th 2/2 |Active Conditions: Enfeebled 1, Diseased

The replacement for Glibness appears to be Honeyed Words, which looks like the same text without the "Uncommon" tag

I was contemplating the ventriloquist ring myself, but assumed we are already out in the Thuvian desert. I have a fair amount of gold, so I could actually get both if the GM allowed us to have access.

Horizon Hunters

Female CG Elf Rogue 11 | HP 127 | AC 31 (33 w/ shield or nimble dodge) | F +18 R +22 W +18 | Perception +19 Stealth +22 | ◆◇↺ | Character Sheet

Don't suppose I can upgrade to a cold iron short sword (+2) for 145 gold? :GRIN:

Otherwise, I think I'm caught up. Con was great. Driving home tomorrow morning - just hanging in the bar/lobby watching football now.


The End Awakens | The Day the River Died
Fortiva wrote:
Don't suppose I can upgrade to a cold iron short sword (+2) for 145 gold? :GRIN:

Unfortunately no :p (though glad the con went well!

As for purchases if you want to buy that ring Drak go ahead. With so much talk and discussion about what might be changed with the Remastering (combined with me semi-swifty moving through the intro) I'm willing to allow you to have bought that.

Horizon Hunters

F Human CG | Fighter 12 | ◆◇↺ | 3/3 Mythic points | HP 176/176 shield h13 104/104| AC 34 (36) | F +22 R +19 W +18 | Perception +19 (+20 for vision, +21 for initiative) | Hero 2/3 | Default Exploration=Search | Resistance 4 to piercing, 1 to cold, electricity, negative energy | Conditions:

Yeah It looks like 1000 gp for a standard grade cold iron weapon of 1 bulk or less unless I'm missing something.

Grand Archive

NG female human rogue scholar-9 HP 107/107; hero 2/3; moderate healing potion 1/1; (heals 1hp/min) lv 1: 1/1; 2: 1/1; 3:1/1; AC 28(w/shield); F +16 (+1 vs inhaled toxins;Resilience); R +20(evasion); W +14; resist cold&electricity/3; Per +15; Stealth +17; mv 25'; Conditions: none

This stuff is all new to me. Where do I find out about the difference between basic grade, standard grade and presumably some other still better grade weapons/armor/etc

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