Mathus Mordrinacht

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Goblin Squad Member. Organized Play Member. 36 posts. No reviews. 6 lists. 1 wishlist. 24 Organized Play characters.



Shadow Lodge 3/5

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So, Additional Resources seems to say Mutation Warrior is both available and not available for play.

Additional Resources wrote:
Archetypes: all archetypes on pages 75-133 are legal for play, except forgepriest, hex channeler, musketeer, mutation warrior, packmaster, primal companion hunter, primalist, spirit summoner, and steel hound. Hex channeler, mutation warrior, and primal companion hunter are now legal for play. The free crossbow by the bolt ace's crossbow maven ability is not made of any special material and is worth 22 gp if sold.

As far as I can tell, this was re-opened as an option after they were errata'd to change the level at which you get Mutagen from 1st to 3rd - which seems like a sensible change.

Am I correct in interpreting that the post-errata version of Mutagen Warrior is now PFS Legal? The current text seems like a needlessly roundabout way of saying that it is.

Shadow Lodge

If a given individual has Glibness pre-cast and someone attempts to use Discern Lies on them, do they then know if they pierced some kind of effect (if successful) or are aware that they failed to pierce some effect (if unsuccessful).

Since it's a targeted effect that allows a will save, the caster would know if they passed that save.

PRD wrote:
Succeeding on a Saving Throw: A creature that successfully saves against a spell that has no obvious physical effects feels a hostile force or a tingle, but cannot deduce the exact nature of the attack. Likewise, if a creature's saving throw succeeds against a targeted spell, you sense that the spell has failed. You do not sense when creatures succeed on saves against effect and area spells.

Reference: Magic, Saving Throws

So far, this has been the only relevant information I can find (I haven't even been able to find a reference for whether you'd know if you failed to pierce SR or not), even though this interpretation would nerf the spell quite a bit (they can't tell if you're lying, but they know you've got a spell effect up to help you lie).

As a GM, I'd probably rule it that if they fail to pierce the effect, it feels identical to if you passed your will save. They'd know you resisted, but would not be aware of how you did so.

However, I'm very interested in hearing other interpretations. Maybe someone knows a rules reference I've missed.

Shadow Lodge

I've been working on a new monster concept to throw at a group I run regularly in a home-game and I figured I'd post what I've got so far to try and get some feedback on it.

Some of my regular group do read these forums, everything will be in spoiler tags.

Lesser Suppressor Swarm:

A strange creature from beyond the bounds of known reality, the Suppressor swarm is a single creature that manifests as a cloud of floating cubes. The cubes seem to distort time, space and logic, and merely looking at them can threaten ones sanity.

The creatures appear to be in league with the Hounds of Tindalos, but whether they are allies or kin remains unknown.

Inspiration: A lot of the initial concept borrows from Alastair Reynolds Inhibitors, although I've mixed in a lot of angle related flavour to thematically fit them with the Hounds of Tindalos (angles of time and whatnot).

Lesser Suppressor Swarm CR 9
XP 6400
Suppressor Swarm (Lesser)
LN Tiny Outsider (swarm)
Init +6; Senses blindsight 60ft; Perception +17

Defense
--------------------

AC 23, touch 15, flat-footed 20 (+2 Dex, +2 size, +8 natural, +1 dodge)
hp 114 (12d10+48)
Fort +7, Ref +10, Will +12
Immune Swarm traits; SR 16
Weakness vulnerability to area effects

Offense
--------------------

Speed 30 ft., flight (60 feet, perfect)
Space 2.5 ft.; Reach 0 ft.
Special Attacks swarm attack (3d6 + Devouring Angles), Distraction (dc 19),

Statistics
--------------------

Str 9, Dex 14, Con 16, Int 13, Wis 14, Cha 15
Base Atk +12; CMB +12; CMD 22 (can't be Bull Rushed, can't be Grappled, can't be Tripped)
Feats Dodge, Hover, Improved Initiative, Iron Will, Mobility, Toughness +12
Skills Fly +29, Knowledge (arcana) +13, Knowledge (engineering) +13, Knowledge (planes) +16, Perception +17, Spellcraft +16, Stealth +10, Use Magic Device +17
Languages Aklo, Common, Orvian
SQ Incomprehensible Geometry (DC 18), Solidify Form (at will)

Special Abilities
--------------------

Devouring Angles (DC 18) (Su) Each time the Suppressor Swarm damages a creature, that creature must make a Will Save or take 1d3 Wisdom damage.
Incomprehensible Geometry (DC 18) (Su) The appearance of the Suppressor Swarm is hard for the brain to comprehend, and can be quite bewildering for onlookers. Every opponent who can see the swarm must make a will save at the beginning their turn or be confused for one round (treat this as a gaze attack)
Solidify Form (At will) (Su) As a full round action, the suppressor swarm may form itself into several stone blocks 10ft high. Each square within the swarm may move up to 5ft as part of this process, however each section must remain adjacent to the others.

While in this form, the Suppressor Swarm has Hardness 8 and the corners formed by it count as valid targets for the teleportation ability of the Hound of Tindalos.
Mobility (Ex) +4 to AC against some attacks of opportunity.

Shadow Lodge

Is there any RAW advice / guidelines published for determining appropriate spell-like abilities for a monster, given its CR / Hit Dice?

I've scanned the Bestiary sections on Monster Creation / Advancement, and I can't find anything that would give any guidance on an appropriate set of spell-like abilities. Is there any published guidelines that cover this?

Shadow Lodge

I suspect I've wasted a feat here, but I wanted to get a second opinion before I wrote it off. I picked Furious Focus from memory, without re-reading its limitations, and I suspect it won't actually work for the purpose I'd intended.

For the sake of background, I've got a Barbarian / Druid (Wolf Shaman) who is built around turning into a dire wolf and raging.

RAW, does Furious Focus negate the Power Attack penalty on a Bite attack if that Bite is my only attack.

First, the limitation, from Furious Focus

PRD wrote:
Benefit: When you are wielding a two-handed weapon or a one-handed weapon with two hands, and using the Power Attack feat, you do not suffer Power Attack's penalty on melee attack rolls on the first attack you make each turn. You still suffer the penalty on any additional attacks, including attacks of opportunity.

However, if the bite is my only natural attack (and, for a dire wolf it is) then this sentence from the Combat section of the CRB applies (found under Combat - Natural Attacks).

PRD wrote:
If you possess only one natural attack (such as a bite—two claw attacks do not qualify), you add 1–1/2 times your Strength bonus on damage rolls made with that attack.

I see enough here to argue RAI, but RAW, this sentence seems insufficient to allow Furious Focus to work with my Bite attack.

Am I correct, or have I missed something important?

Shadow Lodge

Wild Shape prevents you from speaking in animal / beast form, as the animal itself lacks the vocal chords to speak.

Wild Shape wrote:


...
A druid loses her ability to speak while in animal form because she is limited to the sounds that a normal, untrained animal can make, but she can communicate normally with other animals of the same general grouping as her new form. (The normal sound a wild parrot makes is a squawk, so changing to this form does not permit speech.)
...

However, how does this work if, for example - I turn into a Worg. Worgs are magical beasts that know Common and Goblin and possess the capacity to speak them. I am eligible to take the form of a Magical Beast once I reach Druid level 8 (or Level 6 Wolf Shaman).

Does the restriction against speaking still apply even though the base form is capable of proper speech? (I'm interested in a RAW answer here, as this affects a PFS character I'm currently leveling).

Shadow Lodge 3/5

In the process of checking my Certs, I've discovered two that were not entered / recorded. Both of these were scenarios I had previously played on another character.

The replay rules, as explained at the event were that I could play, provided my character had a different faction (he did) but that if the DM felt I had made use of prior knowledge or ruined the scenario for others he could deny me the cert.

From reading the stickies, it sounds like that's not how the replay rules actually work (you can replay if it is necessary to create a legal table, but do not get credit).

I've since played a few other scenarios on that character. I've checked and I can simply deduct the XP / gold / PA without any of them going into negatives.

Is this the correct way to address the situation?

Shadow Lodge 3/5

1 person marked this as FAQ candidate.

I've been checking the paper certs I've got from conventions against the sessions recorded against my characters and found a few minor issues.

How important is it that I keep the two consistent? - from checking it looks like two of the games for my cleric and one on my rogue don't appear to have been recorded.

If it is important, what's the correct way to go about getting it addressed?

Shadow Lodge 3/5

I was issued with a PFS number about a year ago (Eyecon 2010), but never got around to registering the number / my characters on this site.

I've decided to stop being slack and actually register them (they've been in quite a few scenarios since - I have all the chronicle sheets in a binder).

Is there a way for me to recover the confirmation code / otherwise register this number?