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I recommend picking up gloves of storing to get round the move action to retrieve thing.

*****

2 people marked this as a favorite.

Oh god, please dont let there be an actual trial using the verbal duel mechanics....


Ryze Kuja wrote:
Emergency Force Sphere - in case you lose Initiative,

You cannot take immediate actions while flatfooted, EFS is generally useless to you if you lose initiative.

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Lau Bannenberg wrote:
Any spellbooks you find in the scenario that aren't on the chronicle sheet wouldn't give you access to non-Core spells for a Core campaign character.

I donnt believe this is true. You can scribe from a spellbook in the scenario using the regular rules. You can also trade spells with other wizard characters you meet in core games.

As for actual spellbooks on chronicles, there are only a handful as mentioned already but there are a faiir few found as loot on enemy wizards.

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The blades do nothing for bite attacks, they only affect gore. I would be dubious that any humanoid could use them full stop given they are specifically called out as animal gear.


Don't bother with muleback cords. Ant Haul is a cleric spell and last 2 hours per level.

The light domain ability is strong but you have no way to exclude alllies from the effect which means you need to be 20' away from your allies while still being within 20' of the enemy.

*****

The 4 player scaling on the centaur encampment also seems to be wrong. It references traps which do not exist. I assume this was changed in devleopment. Are we supposed to instead reduce the DC of the hazard saving throw?

Also, are all PCs in the camp exposed to the hazard or just those who choose to try and help fight the fire?

Also, there doesnt appear to be any scaling for the Mishkar portion.

How long does the trip through the forest actually take? The scenario says it would be 2 days in ideal conditions, which these certainly are not.

The druid rescue portion seems to have no penlaty for failure, making it not much of a challenge. There is only one DC for the last stage.

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Is the dragonspine burn the 1d8 in its stat block or the 1d6 in its burn ability description?

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Lau Bannenberg wrote:
For example, Trial by Machine is a level 1-5 scenario. Suppose I run it and apply the credit to a level 3 character. He gets the 1178 gold listed as Out of Subtier, because's he's between 1-2 and 4-5. He gets access to the equipment listed in the "all subtiers" section but not to the "subtier 4-5" section.

This is not quite right. If you run it as high tier yes you get OOT gold for your level 3 but in that case you actually also gain access to the high tier equipment on the chronice.

You also get all of the boons, regardless of whether or not the players got them but if they are alternates I believe you still have to pick.

*****

GM Scott wrote:
I would guess the bigger problem with running Core 8-99 is getting enough in tier for a proper table(s). I've got a tier 12-15 Core table (10-9 The Rasping Rebirth) and not sure I'm going to get enough people to sign up to even run it. I don't know anyone that has a seeker level core character. Not sure I even want to fill the table because Mythic bad guy is going to be deadly for a Core character.

I have a seeker core character and I know there are a few more out there playing online. I may be able to corall some players.

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There is a dangerous cyclops in On the Border of War.

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Muse. wrote:
You might also consider doing the XL aspect from the other side - and pick a scenario where the PCs are fighting Tiny monsters, so the PCs are the XL aspect. In that vain there are a number of scenarios where the PCs fight Fey... This would give a real Gulliver's Travels feel to the adventure.

You could do this but that might lead to running Six seconds to midnight and no-one should be forced to endure that.

*****

Ferious Thune wrote:
Raid on Cloudborne Keep

They are golems rather than giants. They are however large and there are far too many of them to reasonably fit inside a fairly small elevator together (at last at high tier).

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Nope, they were part of the orc segment which was, I think, the first segment that was cut.

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Solstice Scar A had giants throwing rocks I think.


Web wont do much, you wont have anything to anchor it to unless it is a very big boat. Control on its own wont be enough, you need some way to actually harm the group.

I might be tepted by a Fey bloodline sorcerer using Aversion with a rod of reach spell. Make the PCs averse to their own boat, pushing them to either jump into the water or be permanently nauseated. Once in the water either leave them to be left behind or hit them with hideous laughter and watch them drown.

How much equipment will they have?

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I would have suggested The Frozen Oath which involves giants but is the level 10 PF2 scenario.

Some of the seeker stuff involves big monsters, although not giants. Betrayal in the Bones and Unleashing the Untouchable would both fit.

Curse of the Riven Sky has a lot of giants but is a module.

Reaver's Roar has a very big monster as its primary focus.

Ironbound Schism involves lots of actual giants.

Elven Entanglement has I think the largest creature that you fight that has ever appeared in a PFS scenario.

Below the Silver Tarn has lots of large enemies (but no actual giants)


At last, a chance for Gnomeageddon!

*****

Kalindlara wrote:
TriShadow wrote:
As all this information is on the chronicle sheet, would this allow a CORE character to gain access to the weapons and the chance to spend PP for the EWP?
99.9 sure the answer is yes. We've seen a Chronicle sheet open up a new race in Core... I can't imagine this would be any different. ^_^

Yes, it would open it up in core, this is the point of having useful loot on chronicles for core games.

Even without the ability to retrain on the chronicle sheet exotic weapon proficiency is a core feat you could take for the axem provided it is on the chronicle.

*****

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You must have exactly 33xp.

If their last scenario was a 1xp game they could slow track it and end up on 33xp.

If it was a 3xp module where they took full credit they could slow track that and they would be at 32xp and need another scenario before playing.

If it was a slow tracked 3xp module they are stuck unless there is an option to choose not to take a chrinicle sheet after playing a game. Players cannot do that but if they GM'd their last game they could choose to take no credit.


Investigators and Alchemists would both be strong choices for Bonekeep but the Psychic spell list has plenty of powerful control spells. Witch works well due to the resource protecting use of hexes and wizard or arcanist are both strong picks.

Bonekeep is dangerous, I have run and played it in both core and regular but it is beatable in the time limit. What helps most though is good tactical play, teamwork and making sure people know how their classes work and can make decisions quickly.


Enora is definaely one of the better built pregens. I played her in one of the Bonekeeps and did fine.

*****

The end page says thank you for your interest in GM'ing at Retrocon.


GM Gustavef wrote:
Ok after a dealing with too much life back during the holidays it is time to get back in to running tables. I am looking to run The Gauntlet

Any interest in running a Core table if there are players for it?


How would you feel about the Oath of the People's Council for Paladin? It is rather tied to Andoran in its background but I dont suppose there is any reason why similar orders couldn't appear in other countries.


I have rebuilt Orlanna a bit into a Nature Oracle who channels the Ancestors spirit with her Spirit Guide archetype. It made more sense given her background.

Name: Orlanna Den
Age: 28
Race: Human
Alignment: Lawful Good
Deity: Erastil
Classes: Oracle Of Nature (Spirit Guide)|Paladin (Holy Guide)
Mythic Path: Heirophant
Gem: Given her strong connection to the natural world Orlanna embodies the Emerald gem.
Weapon: A simple walking stick
Appearance: Orlanna is a young, dark haired woman dressed in sturdy travelling clothes with a pack slung over one shoulder. Her skin is tanned and her eyes are a deep brown, calm and piercing. She carries a simple walking stick with a shield slung over her back but otherwise is weaponless. She is rarely far from her companion and mount, Fade, a great black furred dire wolf.

Background

Orlanna was born into poverty, part of a small family of the many Shoanti Wolf Quah's. Early on in the rise of Karzoug her family were enslaved by the Empires giant allies and she grew up in the mines of the Iron Peaks. It was here that she discovered something magical, the ruins of an old city, long since gone to ruin. Exploring she fell into an ancient shrine holding strange statues of men and women with the heads of animals. Exhausted she slept where she had fell and had the strangest dreams.

It would be months before she first started to understand more about what had happened to her. She had to hide her burgeoning gifts from the ogre overseers but slowly she started to encourage her people to resist their oppressors. In time she lead them in battle, securing the mountain base for her people and driving out the ogres and their giant leaders. Over time she came to recognise Erastil as her divine patron and see's his will in preserving her people.

When she learned of Aergoreth and his army she moved to pledge her people to support him. He represents a potential to help free her people from poverty, to give them hope and a chance to preserve their way of life in the face of the hardships of the Storvald Plateau.

Now she works as Marshall, Defender and Teacher. She spends her time travelling the plateau and the mountains, healing the sick, watching for the encroachment of evil and telling stories so that the next generation should not forget the great evil that nearly came to pass.

Party Role
Orlanna is primarily a support and control orientated spellcaster who brings a wide range of buff spells to the table as well. With inspired spell she can access any level 5 or lower divine spell as needed. Against evil creatures she possesses powerful offensive spells and, if buffed, is capable of wading into melee. Her companion, Fade, is largely there to help get her around the battle field and protect her but he can melee if needed.

Stat Block:

Orlanna has transferred her weapon bonus to Fade entirely to enhance his bite. The stat blocks include the benefit of +2 magic vestment for her shield and Fade's armour.

Orlanna Den
Female human (Shoanti) oracle (spirit guide) 11|paladin (holy guide) 11|Hierophant 3
LG Medium humanoid (human)
Init +7; Senses Perception +18
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 20 (+3 armor, +2 deflection, +9 Dex, +1 natural, +4 shield)
hp 155 (11d10+45)
Fort +24, Ref +16, Will +23
Defensive Abilities hard to kill, improved uncanny dodge; Immune charm, disease, fear

--------------------
Offense
--------------------
Speed 30 ft.

Melee mwk club +11/+6/+1 (1d6-1)

Special Attacks channel positive energy 7/day (DC 24, 6d6), inspired spell[MA], mythic power (9/day, surge +1d6), smite evil 4/day (+9 attack and AC, +11 damage)

Paladin Spell-Like Abilities (CL 11th; concentration +23)
. . At will—detect evil

Oracle (Spirit Guide) Spells Known (CL 11th; concentration +23)
. . 5th (6/day)—awaken (DC 24), breath of life (DC 24), mass cure light wounds, flame strike[M] (DC 28), telekinesis (DC 24)
. . 4th (8/day)—air walk, blessing of fervor[M,APG] (DC 23), cure critical wounds, dismissal (DC 23), freedom of movement, grove of respite[APG], holy smite[M] (DC 27), spiritual ally[APG]
. . 3rd (8/day)—archon's aura[UM] (DC 26), borrow fortune[APG], cure serious wounds, dark-light (DC26), dispel magic, heroism[M], magic vestment, communal resist energy[UC], speak with plants
. . 2nd (8/day)—barkskin, blinding ray[ARG] (DC 25), burst of radiance (DC 25), cleromancy, cure moderate wounds, grace[APG], light prison (DC25), sound burst (DC 25), spiritual weapon, undetectable alignment (DC 21)
. . 1st (9/day)—charm animal (DC 20), command[M] (DC 20), comprehend languages, cure light wounds, deadeye's lore[UC], divine favor[M], liberating command[UC], remove fear, shield of faith, unseen servant
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, stabilize
. . Mystery Nature
. . S spirit magic spell; Spirit Ancestors Wandering Spirit

Paladin (Holy Guide) Spells Prepared (CL 8th; concentration +20)
. . 3rd—heal mount, holy whisper[APG] (DC 26), second wind
. . 2nd—paladin's sacrifice[APG] (2, DC 21), shield other
. . 1st—hero's defiance[APG] (3), honeyed tongue[APG], lesser restoration

. . M mythic spell

--------------------
Statistics
--------------------
Str 8, Dex 8, Con 16, Int 14, Wis 14, Cha 28
Base Atk +11; CMB +10; CMD 31

Feats Empower Spell, Greater Spell Focus (evocation), Improved Share Spells, Mythic Spell Lore[M], Outflank[APG], Persistent Spell, Skill Focus (Sense Motive), Skill Focus (Survival), Mythic Spell Focus (Evocation), Solar Spell, Spell Penetration
Traits fate's favored, fast talker

Skills Appraise +13, Bluff +27, Diplomacy +26, Disguise +12, Handle Animal +16, Heal +6, Intimidate +12, Knowledge (history) +26, Knowledge (all others) +16, Linguistics +13, Perception +18, Perform (oratory) +17, Ride +3, Sense Motive +24, Spellcraft +25, Survival +24, Use Magic Device +20

Languages Common, Draconic, Giant, Shoanti, Sylvan

SQ amazing initiative, ancestor's council, bonded spirit, bonded spirit hex (wisdom of the ages), divine bond (agathion spirit 2/day), divine metamastery (x2)[MA], favored terrain (mountainous +2), lay on hands 14/day (5d6), mercy (injured, fast healing 3 for 5 rounds), mythic spellcasting[MA], oracle's curse (powerless prophecy), recuperation, revelations (bonded mount, friend to the animals [30 ft.], nature's whispers), spirit (ancestors), teamwork feat

Combat Gear lesser extend metamagic rod, scroll of fly (x2), scroll of displacement (x2), scroll of invisibility sphere (x2), scroll of see invisibility (x2), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges)

Other Gear silken ceremonial armor[UC], mwk darkwood heavy wooden shield, mwk club, circlet of persuasion, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone, cracked magenta prism ioun stone, equestrian belt[UE], eyes of the eagle, handy haversack, lucky horseshoe[OA], ring of revelation (lesser)[APG], spell component pouch (2), spell component pouch, trueseeing components (2) (worth 500 gp), 1,298 gp

Special Abilities:

Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Ancestor's Council (12/day) (Su) As a standard action, grant ally within 30 ft. +2 to attack/save/ability/skill check made before next turn.
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Bond (Agathion, 2/day) (Su) For 12 minutes lay on hands and channel heal an extra 11HP
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Friend to the Animals +9 (Su) Animals in 30 ft gain +9 to saves.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (5d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 6d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Persistent Spell Enemies reroll successful saves
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (4/day) (Su) +9 to hit, +11 to damage, +9 deflection bonus to AC when used.
Solar Spell Enhance spells with the light descriptor
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teamwork Feat (Outflank, 8 rds) (Ex) As a standard action, use 1 smite to grant the use of your teamwork feats to all allies in 30 ft.
Wisdom of the Ages (Su) Use Charisma modifier instead of Intelligence for Int-based skills.

Fade:

Animal Companion
Wolf N Large animal
Init +3; Senses low-light vision, scent; Perception +9

--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+5 armor, +1 deflection, +3 Dex, +12 natural, -1 size)
hp 117 (9d8+45)
Fort +12, Ref +10, Will +7 (+4 morale bonus vs. enchantment effects, +9 to all if within 30' of Orlanna)
Defensive Abilities evasion

--------------------
Offense
--------------------
Speed 50 ft.
Melee bite +14/+9 (1d8+12 plus trip)
Space 10 ft.; Reach 5 ft.

--------------------
Statistics
--------------------
Str 25, Dex 16, Con 20, Int 6, Wis 12, Cha 6

Base Atk +6; CMB +14; CMD 28 (32 vs. trip)
Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Eldritch Claws[APG], Iron Will, Power Attack

Traits fate's favored, helpful

Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Flee, Get Help, Guard, Guide, Heel, Maneuver (Grapple), Maneuver (Trip), Protect, Seek, Sneak, Subdue

Skills Acrobatics +7 (+15 to jump), Climb +11, Perception +9, Stealth +3, Survival +1 (+5 when tracking by scent), Swim +11; Racial Modifiers +4 Survival when tracking by scent

Other Gear darkleaf cloth studded leather


Name: Orlanna Den
Age: 28
Race: Human
Alignment: Lawful Good
Deity: Erastil
Classes: Oracle (Spirit Guide)|Paladin (Holy Guide)
Mythic Path: Heirophant
Gem: Given her natural world theme this could easily be Emerald. Given her strong sense of purpose, purity and paladin levels Diamond also works.
Weapon: A simple walking stick
Appearance: Orlanna is a young, dark haired woman dressed in sturdy travelling clothes with a pack slung over one shoulder. Her skin is tanned and her eyes are a deep brown, calm and piercing. She carries a simple walking stick with a shield slung over her back but otherwise is weaponless. She is rarely far from her companion and mount, Fade, a great black furred dire wolf.

Background

Orlanna was born into poverty, part of a small family of the many Shoanti Wolf Quah's. Early on in the rise of Karzoug her family were enslaved by the Empires giant allies and she grew up in the mines of the Iron Peaks. It was here that she discovered something magical, the ruins of an old city, long since gone to ruin. Exploring she fell into an ancient shrine holding strange statues of men and women with the heads of animals. Exhausted she slept where she had fell and had the strangest dreams.

It would be months before she first started to understand more about what had happened to her. She had to hide her burgeoning gifts from the ogre overseers but slowly she started to encourage her people to resist their oppressors. In time she lead them in battle, securing the mountain base for her people and driving out the ogres and their giant leaders. Over time she came to recognise Erastil as her divine patron and see's his will in preserving her people.

When she learned of Aergoreth and his army she moved to pledge her people to support him. He represents a potential to help free her people from poverty, to give them hope and a chance to preserve their way of life in the face of the hardships of the Storvald Plateau.

Now she works as Marshall, Defender and Teacher. She spends her time travelling the plateau and the mountains, healing the sick, watching for the encroachment of evil and telling stories so that the next generation should not forget the great evil that nearly came to pass.

Party Role
Orlanna is primarily a support and control orientated spellcaster who brings a wide range of buff spells to the table as well. With inspired spell she can access any level 5 or lower divine spell as needed. Against evil creatures she possesses powerful offensive spells and, if buffed, is capable of wading into melee. Her companion, Fade, is largely there to help get her around the battle field and protect her but he can melee if needed.

Stat Block:

I know you said you didnt want a full stat block but here is one anyway. It helped to get an idea of what Orlanna can do while pullling together her other stuff. I have included the effect of magic vestment on her shield in the stat block. She took +1 skill point FCB for the first 3 levels then +1 spell known.

Orlanna Den
Female human (Shoanti) oracle (spirit guide) 11|paladin (holy guide) 11|Hierophant 3
LG Medium humanoid (human)
Init +7; Senses Perception +18
Aura courage (10 ft.), justice (10 ft.), resolve (10 ft.)

--------------------
Defense
--------------------
AC 29, touch 21, flat-footed 20 (+3 armor, +2 deflection, +9 Dex, +1 natural, +4 shield)
hp 155 (11d10+45)
Fort +24, Ref +17, Will +23
Defensive Abilities hard to kill, improved uncanny dodge; Immune charm, disease, fear

--------------------
Offense
--------------------
Speed 30 ft.

Melee +2 club +12/+7/+2 (1d6+1)
Special Attacks channel positive energy 7/day (DC 24, 6d6), inspired spell[MA], mythic power (9/day, surge +1d6), smite evil 4/day (+9 attack and AC, +11 damage)

Paladin Spell-Like Abilities (CL 11th; concentration +23)
. . At will—detect evil

Oracle (Spirit Guide) Spells Known (CL 11th; concentration +23)
. . 5th (6/day)—breath of life (DC 24), contact other plane, mass cure light wounds, flame strike[M] (DC 28)
. . 4th (8/day)—air walk, blessing of fervor[M,APG] (DC 23), cure critical wounds, dismissal (DC 23), freedom of movement, grove of respite[APG], holy smite[M] (DC 27), legend lore
. . 3rd (8/day)—archon's aura[UM] (DC 26), borrow fortune[APG], cure serious wounds, dispel magic[M], locate object, prayer, communal resist energy[UC], sand whirlwind (DC 22), speak with plants
. . 2nd (8/day)—barkskin, blinding ray[ARG] (DC 25), burst of radiance (DC 25), cleromancy, cure moderate wounds, delay poison, grace[APG], sound burst (DC 25), tongues, undetectable alignment (DC 21)
. . 1st (9/day)—charm animal (DC 20), command[M] (DC 20), cure light wounds, deadeye's lore[UC], divine favor[M], identify, liberating command[UC], shield of faith, tap inner beauty
. . 0 (at will)—create water, detect magic, detect poison, guidance, light, mending, purify food and drink (DC 19), read magic, stabilize

. . Mystery Lore
. . S spirit magic spell; Spirit Nature Wandering Spirit

Paladin (Holy Guide) Spells Prepared (CL 8th; concentration +20)
. . 3rd—heal mount, holy whisper[APG] (DC 26), second wind
. . 2nd—paladin's sacrifice[APG] (2, DC 21), shield other
. . 1st—hero's defiance[APG] (3), honeyed tongue[APG], lesser restoration
. . M mythic spell

Mythic Spells
Command, Divine Favour, Dispel Magic, Blessing of Fervour, Holy Smite, Flame Strike

--------------------
Statistics
--------------------
Str 8, Dex 8, Con 16, Int 16, Wis 14, Cha 28
Base Atk +11; CMB +10; CMD 21

Feats Empower Spell, Extra Revelation[APG], Greater Spell Focus (evocation), Improved Share Spells[APG], Mythic Spell Lore[M], Outflank[APG], Skill Focus, Skill Focus (Sense Motive), Skill Focus (Survival), Spell Focus[M], Spell Penetration

Traits fate's favored, poverty-stricken

Skills Bluff +23, Diplomacy +26, Disguise +12, Handle Animal +16, Heal +6, Intimidate +12, Knowledge (history, nature) +26, Knowledge (all others) +16, Perception +18, Perform (oratory) +19, Ride +7, Sense Motive +24, Spellcraft +16, Survival +25, Use Magic Device +20

Languages Common, Draconic, Giant, Shoanti, Sylvan

SQ amazing initiative, bonded spirit, bonded spirit hex (friend to the animals [30 ft.]), divine bond (mount), divine metamastery x2 [MA], favored terrains (mountainous +2, urban +4), lay on hands 14/day (5d6), mythic spellcasting[MA], oracle's curse (powerless prophecy), recuperation, revelations (focused trance, lore keeper, mental acuity, sidestep secret), spirit, storm burst, teamwork feat (outflank)

Combat Gear lesser extend metamagic rod, scroll of comprehend languages (x4), scroll of fly (x2), scroll of heroism (x2), scroll of invisibility sphere (x2), scroll of see invisibility (x2), wand of cure light wounds (50 charges), wand of heightened awareness (50 charges), wand of longstrider (50 charges)

Other Gear +2 silken ceremonial armor[UC], mwk darkwood heavy wooden shield, mwk club, circlet of persuasion, cracked dusty rose prism ioun stone, cracked magenta prism ioun stone x2 (sense motive, survival), equestrian belt[UE], eyes of the eagle, handy haversack, lucky horseshoe[OA], ring of revelation (lesser)[APG], spell component pouch (3), trueseeing components (2) (worth 500 gp), commune components (500gp), 798 gp

--------------------
Special Abilities
--------------------
Amazing Initiative (1/round) (Ex) As a free action, use 1 power to gain an extra standard action (can't be used to cast a spell).
Animal Companion Link (Ex) Handle or push Animal Companion faster, +4 to checks vs. them.
Aura of Courage +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. fear.
Aura of Justice (10 ft.) (Su) As a standard action use 2 smite evil, allies in area gain smite at your bonus for 1 min.
Aura of Resolve +4 (10 ft.) (Su) Allies in aura gain a morale bonus to saves vs. charm.
Bonded Spirit Gain a wandering spirit each day.
Detect Evil (At will) (Sp) You can use detect evil at will (as the spell).
Divine Metamastery (level adjustment <= 2) (Su) Use 1 power to apply a known metamagic (up to listed level adj) to any spell for 10 rd for free.
Empower Spell Numeric effects of a spell are increased 50%. +2 Levels.
Favored Terrain (Mountain +2) (Ex) +2 to rolls when in mountainous terrain.
Favored Terrain (Urban +4) (Ex) +4 to rolls when in urban terrain.
Focused Trance (+11, 9/day, DC 24) (Ex) Trance state grants +11 vs. gaze or sonic effects, but only allows move actions. After 1d6 rounds, make an Int-based skill check at +20.
Friend to the Animals +9 (Su) Animals in 30 ft gain +9 to saves.
Greater Spell Focus (Evocation) +1 to the Save DC of spells from one school.
Hard to Kill (Ex) Automatically stabilize when dying, and only die at neg Con x 2.
Immunity to Charm You are immune to charm effects.
Immunity to Disease You are immune to diseases.
Immunity to Fear (Ex) You are immune to all fear effects.
Improved Share Spells If your bonded creature is within 5' of you when you cast a spell, you can split the duration 50/50 between the two of you.
Improved Uncanny Dodge (Lv >= 15) (Ex) Retain DEX bonus to AC when flat-footed. You cannot be flanked unless the attacker is Level 15+.
Inspired Spell (Su) Use 1 power, cast one divine spell from your class spell list at +2 CL, it doesn't need to be known/memorized.
Lay on Hands (5d6 hit points, 14/day) (Su) As a standard action (swift on self), touch channels positive energy and applies mercies.
Lore Keeper (Ex) Knowledge Skills become CHA-based.
Mythic Spell Lore [Mythic] Gain mythic spells equal to your mythic tier.
Outflank Increase flank bonus by +2 if flanking ally has same feat. If you crit, ally gets an AoO.
Paladin Channel Positive Energy 6d6 (7/day, DC 24) (Su) Positive energy heals the living and harms the undead; negative has the reverse effect.
Powerless Prophecy Gain uncanny dodge, but cannot act during surprise round.
Recuperation (Ex) Fully heal after 8 hrs rest, use 1 power and 1 hr to heal half and restore all non-mythic abilities.
Share Spells with Companion (Ex) Can cast spells with a target of "you" on animal companion, as touch spells.
Smite Evil (4/day) (Su) +9 to hit, +11 to damage, +9 deflection bonus to AC when used.
Spell Focus [Mythic, Evocation] Use 1 power to force any of the spell's targets to save twice, taking lower roll.
Storm Burst (12/day) (Su) As a standard action, foe in 30 ft treats all others as concealed for 3 rd. Wielded weapons are thundering.
Surge (1d6) (Su) Use 1 power to increase any d20 roll by the listed amount.
Teamwork Feat (Outflank, 8 rds) (Ex) As a standard action, use 1 smite to grant the use of your teamwork feats to all allies in 30 ft.

Fade:

Animal Companion
Celestial wolf N Large animal
Init +3; Senses darkvision 60 ft., low-light vision, scent; Perception +10

--------------------
Defense
--------------------
AC 29, touch 13, flat-footed 26 (+5 armor, +1 deflection, +3 Dex, +11 natural, -1 size)
hp 117 (9d8+45)
Fort +13, Ref +11, Will +7 (+4 morale bonus vs. enchantment effects, +9 when within 30' of Orlanna)

Defensive Abilities evasion; DR 5/evil; Resist acid 10, cold 10, electricity 10; SR 15

--------------------
Offense
--------------------
Speed 50 ft.

Melee bite +15/+10 (2d6+14 plus trip)
Space 10 ft.; Reach 5 ft.
Special Attacks smite evil

--------------------
Statistics
--------------------
Str 27, Dex 16, Con 20, Int 6, Wis 14, Cha 6
Base Atk +6; CMB +15; CMD 29 (33 vs. trip)

Feats Additional Traits, Bodyguard[APG], Combat Reflexes, Improved Natural Attack (bite), Power Attack

Traits fate's favored, helpful

Tricks Aid, Air Walk, Attack, Attack, Attack Any Target, Combat Riding, Come, Defend, Deliver, Down, Exclusive, Fetch, Flank, Get Help, Guard, Guide, Heel, Hunt, Maneuver (Grapple), Maneuver (Trip), Protect, Stay, Track, Work

Skills Acrobatics +7 (+15 to jump), Climb +12, Perception +10, Stealth +3, Survival +2 (+6 when tracking by scent), Swim +12

Other Gear mwk darkleaf cloth studded leather


How does ABP work for animal companions? I assume they gain benefits commensurate with their hit dice?


Dotting in, I have two options. If we are high tier I can vring an operative 5, if we are low tier i have a 3 solarion.

*****

I think it means the Hive Minds fast healing. He has 14 in low tier (not replicated in the short form statblock but in the main one in the appendix) and 16 at high tier (although the HP and fast healing line has been lumped into the AC block so is easy to overlook).

*****

andreww wrote:
So, I ran this last night, high tier, hard mode. Things did not go well.
Quote:
I notice for the first encounter that the gunslinger missed. If he was attacking the largest monster, he would, but the bad guy does not share the same AC. This would make a very different fight if he had 40 AC throughout. In the second encounter the AC is 36. The reoccurring damage each round also adjusts the CR for that encounter, more so the longer it lasts.

He was shooting the projected image and failed the will save to realise it was an illusion.


I am not sure if our GM will be using it but the Ring of Seven Lovely Colours was nerfed in a PFS campaign clarification to automatically break the polymorph effect if you attack while under it.

See here


How would you fee; about the Harrowed Society Student archetype for the Arcanist? It is from Occult Origins.

Also, how does item crafting interact with starting wealth, if at all? The requirement to spend 25% on weapons and armour doesnt seem to make much sense for most arcane casters who are unlikely to want any of them.

*****

So, I ran this last night, high tier, hard mode. Things did not go well.

We had the following party: wrote:

Level 15 sword and board hospitalier paladin with loads of healing, he had used it all by the end, it was not enough.

Level 14 sword and board sacred shield paladin offering major AC boost to those around him. Had loads of healing, neither were enough.

Leve 15 two weapon fighting fighter, lots of attacks, decent accuracy and damage (starting at about +28, 25 static damage, using a scimitar, +19 will save). Sadly did very little.

Level 15 explosive missile focused alchemist. Lots of energy resistance to deal with. Force missile helped but not having fast bombs hurt a lot.

Level 15 gunslinger/Fighter/Warpriest, would have been horribly effective if he had been able to act in most combats.

Level 13 archer ranger with an animal companion that did nothhing in the entire scenario as it could not get into the air and pretty much every enemy flies.

This report has quite a lot of spoilers in it. Please do not read it if you are playing the scenario.

Travel:
The group meet the crusader, scepticism abbounds. They easily make the survival checks and dont encounter the chasm.

Encounter 1:

The group encounter the giant beetle. The bad guy is visible, the rest are not. They llose initiative, he opens up with quickened tentacles and a cloudkill. Everyone bought life bubble before setting off, only the alchemist is grappled.

People start moving out of the tentacles and activating fly effects. The gunsligner fires once at the bad guy and misses with a 38. He fails a will save to realise whats up. Thhey eventually twig after several rounds but most attacks dont go at the bad guy.

Mid round the bugs make themselves known, they make msotly ineffective single attacks but start focusing down the hospitalier with their eye beams. The big bug bites him and he is swallowed. I forget about the automatic damage for being inside for several rounds. The hospitalier is now on single digit health.

Round 2 the gunslinger gets mazed and the bugs move to focus on the fighter. He gets in an attack, the alchemist drinks a freedom of movement extract and hides in the cloudkill, the sacred shield paladin cannot do much as the party has scattered. The ranger is being menaced by a bug and launches some arrows.

Round 3: One of the bugs goes down to arrow fire, the hospitalier is trying to keep himself alive but gets gulped into the acid bath. I throw a random disintegrate ineffectively. The fighter gets focused down to very low health with eye beams. The bugs do small amounts of damage with their melee attacks. The legs did nothing effective all encounter. The big bug bites the other paladin.

Round 4+: The gunslinger might have gotten out here or the next round. With an Int of 12 he needed a 19+, he burned up his reroll to get out with an extra +4 on the dice. In following rounds he starts to pick off the retrievers but gets focused a bit by eye beams. I am not mean and choose not to re-Maze him with my arcanne bond.

Eventually the alchemist gets inside the beast and starts readying to bomb the Hive if it casts. He drops quickened obscuring mist but the alchemist has echolocation. The other two paladins have been trying to work on the inside of the beetle and outide people have been shooting ineffectively at the legs and body. The fighter is hiding as the healers are inside the monster, well out of range.

Eventually all of the retrievers go down and the paladins kill the beetle from inside. The Paladin falls for the decoy, takes the harm trap to the face but mercies away the curse effect.

Overall this encounter takes over 2 and a half hours to complete. The group is really missing having a full caster.

Encounter 2:
They head further in, reaching this area and all lose initiative to the Curators (hello mythic improved initiative). Both fly up, both hit with a claw attack and steal important things (the hospitaliers headband and someones bandloier, the gunslinger or alchemist, I forget which). Each activates their nimbus which will go off next round. I use the steal a few more times in the encounter but eventually give up on it as it slows things down having to recalculate stuff.

The group again try to scatter, the alchemist activates dust form, the gunslinger draws more ammo and takes one shot. This is not a very effective round for the group.

Round two+ both nimbuses trigger dazing about four of the party but I roll lowish for the duration (3 rounds). The fighter has to grab a fly potion out of the pack of the dazed gunslinger but he gets mauled. The second curator runs around after the alchemist throwing greater dispel and taking the occasional opportunity attack.

The alchemist gets some damage onto one of them but various people are badly damaged befoe the daze wears off. The gunslinger manages to finsh them off with some help from the alchemist. The Ranger is only level 13 and struggles to hit them at all given their 40AC.

Deskari offers his bargain, I give a strongly worded warning about the heart, no one eats it. The non paladins/warpriest all take the blood

Encounter 3:
They move onto the final encounter. A few prebuffs are thrown but not many as they dont know how far they will have to go on the other side. Not far as it turns out.

They pop in and things go to hell. Thats a lot of demons on the board. Koth'Vaul gets control of the Abyss and drops masses on acid on them. He will never lose control of the plane. I ruled that you didnt get to help if you were stunned. Many people were stunned during this encounter. Koth mostly uses it for earthquake as his minions are not immune to acid or fire.

He moves up into melee and hits the group with mythic chaos hammer. I forget about the auto slow effect on the Paaldins. Vrocks move in and fail to stun anyone with their screech. Overall they dont do very much, they are not accurate enough and their special attack DCs are too low. I decide that life bubble will protect them from the spores.

The gunslinger gets power word stunned for 5 rounds. No-one can remove it. The sacred shield paladin uses the challenge thing on Koth'Vaul. The fighter has run out of fly options, every enemy is flying, so he goes after the cultists (I forget about the shield other effect for several rounds). One of the glabrezu neutralises him with reverse gravity. He spends the entire encounter floating 30' in the air being uses as a loot pinata. No loot comes out sadly. Even stunned his AC is mid 30's so he lasts until the end despite 3 glabrezu beating on him for multiple rounds.

In the middle the ranger gets stunned at one point as does the alchemist. The group wipes out the vrock but the mirror images are an enormous pain. Koth'Vaul tries to remove the sacred shield paladin so he can start taking out other group members but multiple lay on hands from himself and the hospitalier keep him up for ages.

Eventually the ranger goes down, Koth'Vaul moves on to the alchemist who has moved against the cultists and the paladins exhaust their available healing (including a couple of heroe's defiance). The gunslinger has been knocked prone by an earthquake. His stun runs out and he starts to fire and then a glabrezu finishes him off. The alchemist eats a full attack from Koth'Vaul where everything hits and he takes over 100 damage even after halving (helllo myhtic power attack) and he drops unconscious. Vaul then finishes off the Sacred Shield paladin who has simply run out of healing.

Spontaneous healing gets the Alchemist back to consciousness and he tries to sneak away but he is spotted and the aoo kills him. At this point the only remaining PC's alive are the hospitalier paladin who cannot reach anything and the fighter who is trapped in reverse gravity. We have been going for nearly 7 hours and I call it as aa TPK.

Overall impressions:
Overall this was an extremely challenging scenario. On the face of it the group should have been good for it, two paladins, two people targeting touch AC (I think the highest touch AC in the scenario iis about 18), high damage ranger archer and high damage, high defences and saves (+19 will was his lowest) fighter. However, the group really lacked the versatility provided by a full caster. Every single enemy in the scenario flies. A single communal air walk would have made a huge difference.

I dont actually think having the hard mode adjustment on affected things all that much. The mirror images in the final encounter are brutal for a party that entirely relied on having to hit things to win. While we had two paladins neither were particularly hard hitting. None of the glabrezu's had been dropped by the end, Koth'Vaul had taken maybe half his HP in damage. I never had to use his contingency ability as the party largely did not inflict status conditions of any kind.

I plan to run this a few more times. Having the questions above answered would really help. A couple of extra's crop up.

Do the extra enemies in the end encounter on hard mdoe change the threshold for control.
Can stunned PC's roll to control the plane, stunned prevents any form of action.
The reach of the giant beetle at the start is a really important bit of information that is missing.

*****

I have prepped this and am due to run it on Sunday and I have a few questions:

1. If the PCs get lost they end up in the Chasm. How much time does this cost them? High level play is often defined by buffs and accurate timing makes a big difference.

2. The Eternal Hive has a bite attack. What is its reach, can it make opportunity attacks?

3. The high tier hive mind has a fly speed but doesn't have fly prepped. Presumably he should have (the low tier one does). What spell should be removed for it?

4. How long does it take to get from Area A to Area B?

5. If they fail the check for Picking up the Trail can they end up back in the Chasm even if they have been there before? The Chasm section says if they have been here once they recognise the place and dont end up here a second time. Is this just relevant to the first stage or the whole adventure?

6. The creatures in Area B have mythic improved critical. the author seems to have thought the mythic versions adds to the critical threat range. It does not, it increases the critical hit multiplier. Do we change this or leave it as is? This also applies to Koth'Vaul.

Mythic Imrpoved Critical

7. How long does it take to get to the Portal to Area C from Area B.

8. The Meteor Strike option for Manipulating the Plane lacks a DC. Some guidance on relevant DC's for other options would also be helpful.

Overall this looks like a suitably epic end adventure for Koth'Vaul however I suspect much of the opposition will struggle to stand up to touch attacks (I have a gunslinger and an alcehmist signed up). I do think the negative boon is likely to be exceptionally unpopular for a large number of players given lots of us enjoy seeker level play. The online community certainly has quite a few seeker games running, whether the 12+ adventures or segments of adventure paths.

I could see a negative boon like that in a 16-19 but it could easily be gained by a level 12 character which is very harsh.


2 people marked this as a favorite.
deuxhero wrote:
Shapechanger's Gift until you realize it is really just Polymorph, but all around worse in exchange for a slightly better duration. Was this supposed to be a 4th level spell?

I wouldnt call 10 times the duration of most other polymorph spells slightly better. In my experience a spell lasting 100 minutes is likely to get you through most of a dungeon, one lasting 10 might get you through 2 encounters.

Greater gift is even better at an hour per level even for a level 7 spell slot.

*****

BigNorseWolf wrote:

They're always avaialble. Take this up the chain.

If the rest of the party can cast or get the spell it wouldn't even take PP

Plane shift is very inaccurate, even assuming you jnow where in the lane they have been sent to (unlikely). However if you can combine it with scrying and teleportation it is doable depending on distance. The longer it takes though the longer the chance you have to run into something deeply unpleadant or die due to environmental conditions.

Body recovery is the simpler more guaranteed route although there may remain some doubt if you can be rescued in time if you are plane shifted somewhere like the negative material plane or elemental plane of water.


Aha, I get to save a feat on power attack then.


I thought the feat thing was just for regular/improved/greater style feats. If it is applying to other feat chains what is included?

Point Blank/Precise/Rapid/Many/Improved Precise
Spell Focus/Greater Spell Focus
Spell Pen/Grater Spell Pen
Metamagic/Metamagic/Metamagic/Spell Perfection
Style Trees?


How do you qualify for precise shot without point blank?

Also potions of see invisibility are sadly not legal as its a personal spell.


Here you go then, one half elf synthesist summoner. She has crafted all of her wondrous items, she cannot fail the check assuming an 11 on the dice.

I have assumed she can be fused with her eidolon and has cast mage armour, barkskin and activated her heroism scroll.

Synethesia:

Synethesia
Female half-elf summoner (synthesist) 6
N Medium humanoid (elf, human)
Init +5; Senses darkvision 60 ft., low-light vision; Perception +15

--------------------
Defense
--------------------
AC 30, touch 13, flat-footed 27 (+4 armor, +3 Dex, +11 natural, +2 shield)
hp 45 (6d8+12)
Fort +11, Ref +11, Will +14 (+4 morale bonus vs. enchantment effects); +2 vs. transmutation effects
Defensive Abilities evasion, perfect

--------------------
Offense
--------------------
Speed 40 ft., fly 40 ft. (good), fly 5 ft. (average)
Melee +1 butchering axe +15 (3d6+10/×3) or
. . bite +15 (1d6+7), 2 claws +15 (1d4+7) or
. . +1 butchering axe +15 (3d6+10/x3), bite +10 (1d6+4), 2 claws +10 (1d4+4)
Special Attacks pounce

Summoner Spell-Like Abilities (CL 6th; concentration +12)
. . 9/day—summon monster III

Summoner (Synthesist) Spells Known (CL 6th; concentration +12)
. . 2nd (5/day)—barkskin, glitterdust (DC 18), haste, see invisibility
. . 1st (6/day)—barbed chains (DC 17), mage armor, lesser rejuvenate eidolon[APG], shield
. . 0 (at will)—acid splash, daze (DC 16), guidance, mage hand, message, open/close (DC 16)

--------------------
Statistics
--------------------
Str 22 (7), Dex 16 (7), Con 14 (7), Int 16, Wis 16, Cha 23
Base Atk +5; CMB +14; CMD 24

Feats Craft Wondrous Item, Extra Evolution[UM], Power Attack
Traits resilient, warrior of old

Skills Acrobatics +5, Fly +15, Knowledge (arcana, nature, planes, religion) +9, Linguistics +9, Perception +15, Sense Motive +14, Spellcraft +16, Use Magic Device +21; Racial Modifiers +2 Perception

Languages Aquan, Auran, Common, Elven, Ignan, Terran

SQ devotion, elf blood, fused eidolon, fused link, maker's jump, shielded meld

Eidolon Evolutions: Legs (2), Arms, Bite, Wings, Str increase (2), Pounce, Claws, Improved Natural Armour

Combat Gear scroll of bear's endurance (x2), scroll of enlarge person (x4), scroll of heroism, scroll of lesser (x4) restoration, scroll of long arm (x4), wand of cure light wounds; Other Gear +1 butchering axe, amulet of mighty fists +1, belt of giant strength +2, cloak of resistance +2, cracked magenta prism ioun stone (UMD), cracked pale green prism ioun stone (attack), headband of alluring charisma +2, swarmbane clasp[UE], masterwork backpack[APG], masterwork tool (perception, spellcraft, UMD, fly), 176 gp, 7 sp

--------------------
Special Abilities
--------------------
Darkvision (60 feet) You can see in the dark (black and white only).
Devotion +4 (Ex) +4 morale bonus on Will saves vs. enchantment effects.
Elf Blood Half-elves count as both elves and humans for any effect related to race.
Elven Immunities - Sleep You are immune to magic sleep effects.
Evasion (Ex) No damage on successful reflex save.
Fly (40 feet, Good) You can fly!
Fused Eidolon (40/40 HP) A synthesist summons the essence of a powerful outsider to meld with his own being. The synthesist wears the eidolon like translucent, living armor. The eidolon mimics all of the synthesist's movements, and the synthesist perceives through the eidolo
Fused Link (Su) Starting at 1st level, the synthesist forms a close bond with his eidolon. Whenever the temporary hit points from his eidolon would be reduced to 0, the summoner can, as a free action, sacrifice any number of his own hit points. Each hit point sacrif
Low-Light Vision See twice as far as a human in dim light, distinguishing color and detail.
Maker's Jump (1/day) (Sp) At 6th level, whenever the synthesist is fused with his eidolon, the synthesist can cast dimension door as a spell-like ability using his caster level. This ability only affects the fused synthesist and eidolon. The synthesist can use this abi
Pounce (Ex) You can make a full attack as part of a charge.
Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
Shielded Meld (Ex) At 4th level, whenever the synthesist is fused with his eidolon, he gains a +2 shield bonus to his Armor Class and a +2 circumstance bonus on his saving throws. This ability replaces shield ally.


I would be interested. I have a 5 operative and 3 technomancer or solarion

*****

Regular Gallu demons wield falchions. Thurl got changed to use a reach weapon but it looks like they didnt change his feats.


Fair enough, how many extra tables are needed to make it worthwile?


It looks like we have 4 waitlist players for Core Cosmic Captive as part of Retrocon at levels 6-8. Do we have someone who might be willing to run? I have played a lot of PbP so far but haven't yet run anything. I might be willing to dip my toe in and run something in exchange.

*****

We played it at high tier, he did get charged and ended up at about neg 10 HP and bleeding out.

*****

We are about 1 session away from completing Book 6 so this is perfectly timed for us.

*****

I run it as a surprise round with her taking a 5' burrow to break the surface in the surprise round.


pjrogers wrote:
M'bali Nuru wrote:
BigNorseWolf wrote:
The FAQs stopped years ago when the developers started working on PFS2.
Fair enough.
I'd say this is evidence for the design team abandoning PF1e and the PF1e community even as the organized play team is trying to keep us engaged.

Except that it isnt quite true. The last post from the PDT was August 2017, not exactly years ago. They also posted a FAQ for Ultimate Wilderness in February this year.

Personally it does seem like the FAQ process has been abandoned along with Campaign Clarifications but I would link that with the run up to and start of the 2e playtest rather than the start of the 2e design process.

You can see the PDT posts for yourself HERE.

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