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**** Pathfinder Society GM. 108 posts (301 including aliases). No reviews. No lists. No wishlists. 51 Organized Play characters.


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Well my group finished book 2 and started book 3 in the last session. A few checks in and they have all the basic information on the dreamlands and ritual, at least enough to get to the Caravanserai. They already had the boat trip information on how to follow Lowls.

Unfortunately, my players seemed to have keyed only on catching up with Lowls, and have little interest in pursuing the dreamlands opportunity.

They also seem put off by the ritual's knowledge checks, as none of them are intelligence based characters: Shifter, Kineticist, Summoner, & Paladin w/ Cleric Follower.

Any thoughts or advice on how I can prod the group into trying out a ritual?

Thanks in advance.


Name: Marra
Race: Halfling
Classes: Oracle 6
Adventure: The Thrushmoor Terror
Location: Thrushmoor city streets at night, returning to the fort
Catalyst: Risi Nairgon

Rapier Crit and nearly max sneak attack damage led to our first PC death. Invisibility Wand probably takes the trophy for this one.


I've always enjoyed the Holiday Illustrations. Well done Kent Hamilton.

Are the past ones archived in one place anywhere?


What happens to the kinetic blast progression with for a Havocker Witch with Kineticist dip:

havocker.

kineticist.

Related questions: If a Kineticist Archetype alters the blast, like Kinetic Knight: At 1st level, a kinetic knight gains the kinetic blade form infusion, and it costs 0 points of burn instead of 1 point. She can’t use her kinetic blast without the kinetic blade form infusion or an infusion that lists kinetic blade as a prerequisite.

I would read that as spilling over and affecting the Havoker, for good (0 burn) and bad (can't use other forms of blast).

kinetic-knight.

Thoughts?


Kevin Mack wrote:
Very nice story and great to see Lini in her 1e design

What makes this a 1e design?


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I wonder if there will be one Thassilonian school, or if we will eventually get seven of them, maybe specifically tied with the seven deadly sins.


I'm surprised to see Lawful, Neutral and Chaotic. I thought that would go out with the Remaster.


When giving out loot, my groups (the ones I play in and the ones I run) normally keep a list of loot in a spreadsheet, and someone has to go back and assign both a value and a sale value (Columns J and L in the Runelords document).


Has anyone ever compiled lists of loot from the various AP's?

I'm currently putting Book 2 of Strange Aeons in an excel, and thought "someone else has to have done this already".


Any groups want to take Genny Two-Tails with them from the Asylum? Any suggestions on what to do with her in Thrushmoor?


Well this went in a direction I wasn't expecting, but I appreciate all the feed-back.

I didn't want to nit-pick the GM about the "lost" Magical Knack Caster Level unless there was a group consensus that it should "reappear" when the negative levels were applied, and since there's not, I'll just ride it out.

As far as multi-classing, an Arcane Trickster build may not be the most optimal, but it works with the party and I'm having fun, and only screwing up the rules occasionally.


If you're getting weapon focus at first level, you might consider short sword.


Does the Red Destiny sword get referred anywhere else in the AP?


Here's the situation:
A 5th level character with 1 level of Rogue, 4 levels of Arcanist has Magical Knack, so counts as a 5th level caster for level dependent calculations.

Magical Knack
Benefit: Pick a class when you gain this trait—your caster level in that class gains a +2 trait bonus as long as this bonus doesn’t raise your caster level above your current Hit Dice.

However, this character currently has 2 negative levels. Does that mean that their current equivalent caster level would be Three (4 Arcanist + 1 Magical Knack – 2 Neg Levels) or Four (4 Arcanist + 2 Magical Knack – 2 Neg Levels)?

Full Disclosure: I am the player in question.


To avoid the nightmares when sleeping outside the chapel, the Will save starts at 12 (bottom of page 25).

Since it doesn't seem to have any traits listed, i imagine this up for GM interpretation, but did you allow bonuses vs mind-affecting effects to apply to this save?


Does a Etiainen's Modify Memory ability serve any real purpose outside of the "reepy" factor?

Memory Drain (Su)

When a creature is hit by a etiainen’s incorporeal touch attack, it must succeed at a DC 13 Will saving throw or the etiainen can eliminate 1 minute of the creature’s memory as if the target were affected by the modify memory spell.

A creature that succeeds at this saving throw cannot be affected by memory drain from the same etiainen for 24 hours. This ability is a mind-affecting effect. The saving throw DC is Charisma-based.

d20pfsrd:etiainen.

2/5 *

Any word on PFS1?


I realize I'm commenting on an old thread, but I'm GM'ing Strange Aeons and one of the characters has chosen this archetype, and am hoping to run my thoughts past a larger audience.

Since the shifter Wild Shape abilities work like beast shape II, and that is one of the parts this archetype replaces, wouldn't that be a valid template for the size change abilities?

From Beast Shape II: Large animal: If the form you take is that of a Large animal, you gain a +4 size bonus to your Strength, a -2 penalty to your Dexterity, and a +4 natural armor bonus.

Then Rage on top of that, but with the extreme limit on times per day ant the penalties coming out of it, I don't feel as overpowered.

2/5 *

Does this apply to 1st Edition?

January 2023 Organized Play.

"As of today, the orc ancestry/species is now always available for both Pathfinder and Starfinder Society! Our oracles indicate a striking number of these new adventurers will be trained in Legal Lore or have the Profession (lawyer) skill. Adventure onward!"

The "Profession (lawyer)" comment makes me think so.

2/5 *

In 1st Edition there were some Iconics that got played or at least recommended a lot more in PFS, sometimes for play-ability, sometimes for having great consumables.

Anyone have any strong opinions on the individual Iconics in 2nd Edition?


Anyone know of a good option for a Vault Builder Miniature?

This towering, spindly, four-armed entity appears to be made of stone and crystal, yet it moves with a fluid grace.

Go to Picture from Ironfang AP..


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There are some celestial Boons/Deitific Boons that grant additional sneak attack dice.

For example:

Tanagaar - Celestial Obedience
3: Hunter's Edge (Su) You gain sneak attack +3d6. This increase to sneak attack damage stacks with sneak attack damage you may have from other sources. Whenever you deal sneak attack damage with a piercing weapon, you deal +2 points of damage per sneak attack die.

Go to Nethys - Tanagaar .

Assume you were a Rogue/Ninja/Whatever that had full progression of sneak attack dice. Would this raise you above the normal limit of half your character level, rounded up? My feeling is no, but I wanted to get a additional opinions.


Thank you, that makes more sense.


Sorry for posting on an old thread, but what does "choking" mean for this ability. I'm assuming it's the suffocation rules, but it doesn't really say.

Suffocation

Suffocation:

A character who has no air to breathe can hold her breath for 2 rounds per point of Constitution. If a character takes a standard or full-round action, the remaining duration that the character can hold her breath is reduced by 1 round. After this period of time, the character must make a DC 10 Constitution check in order to continue holding her breath. The check must be repeated each round, with the DC increasing by +1 for each previous success.

When the character fails one of these Constitution checks, she begins to suffocate. In the first round, she falls unconscious (0 hit points). In the following round, she drops to –1 hit points and is dying. In the third round, she suffocates.


Can anyone clue me in on who Captain Colton Maldriss is, and why he warranted an exclusive mini?

Go to Captain Colton Maldriss (PaizoCon 2011 Exclusive)..

2/5 *

Have: PFS1 GM Race Boon Ghoran/Kobold/Rougarou/Samsaran

Want: PFS1 Ratfolk


With the Magic Trick feat for Mage hand you can use it to make a dirty trick:

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

My first question for the group is this a melee attack (at range) or a ranged attack?

One of the other options (Throw punch) specifically calls it out as a melee attack, but there is nothing on this option. My feeling is that the related option calling out melee, means this is also melee, but that option also changes the attack bonus to caster level and allows you to add Intelligence, Wisdom, or Charisma modifier.

My second question is reguardless of ranged attack or melee attack, are you using the the rest of the change to attack modifiers as well?

Magic Trick.

Magic Trick: Mage Hand:
Mage Hand Tricks

In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

Powerful Hand (Spellcraft 3 ranks): You can increase the weight of objects you can move by 5 pounds for every 3 ranks you have in Spellcraft.

Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.

Reaching Hand (Precise Shot or Reach Spell): You can focus as a swift action before casting mage hand to increase its range to 50 feet + 5 feet per caster level. If the target of your mage hand spell is outside of the spell’s standard range at the start of your turn, you must spend another swift action to focus again or the spell immediately ends.

Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.

Throw Punch (Improved Unarmed Strike): You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability.

2/5 *

With the Magic Trick feat for Mage hand you can use it to make a dirty trick

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

My question for the group is this a melee attack (at range) or a ranged attack?

One of the other options (Throw punch) specifically calls it out as a melee attack, but there is nothing on this option.

Magic Trick: Mage Hand

Magic Trick: Mage Hand:
Mage Hand Tricks

In addition to the feat, skill, or other requirements listed in parentheses for each of these tricks, you must have the Magic Trick (mage hand) feat to use the trick.

Dirty Magic Trick (base attack bonus +1, Improved Dirty Trick): You can manipulate a target’s clothing or a nearby object to attempt a dirty trick combat maneuver against a single opponent in the spell’s range, using your combat maneuver bonus for the check.

Powerful Hand (Spellcraft 3 ranks): You can increase the weight of objects you can move by 5 pounds for every 3 ranks you have in Spellcraft.

Ranged Aid (base attack bonus +1): You’ve learned to use your mage hand to tug at an opponent’s hair, clothing, and equipment. You can use the aid another action at range, attempting a ranged touch attack instead of a melee attack.

Reaching Hand (Precise Shot or Reach Spell): You can focus as a swift action before casting mage hand to increase its range to 50 feet + 5 feet per caster level. If the target of your mage hand spell is outside of the spell’s standard range at the start of your turn, you must spend another swift action to focus again or the spell immediately ends.

Subtle Hand (Deft Hands, Disable Device 6 ranks, Sleight of Hand 6 ranks): You can attempt Disable Device and Sleight of Hand checks within range of your mage hand. Working at a distance increases the normal skill check DC by 5, and you cannot take 10 on this check.

Throw Punch (Improved Unarmed Strike): You can use mage hand to strike an opponent within the spell’s range. This is a melee attack that always deals 1d3 points of force damage. The mage hand has an attack bonus equal to your caster level plus your Intelligence, Wisdom, or Charisma modifier, whichever is highest. Spell resistance applies against this ability.

2/5 *

The Shaman spirit "Dark Tapestry" appears legal to play, but it grants access to several of the "Contact Entity" spells, which are not. What is the correct substitutions, or did I miss something somewhere?

Dark Tapestry Spirit.

Additional Rescources

2/5 *

Yes, re-reading it, I worded my question poorly.

2/5 *

Does the Magus Kensai Archetype give a character the ability to use dex-to-damage? It's not quite granting the Exotic Weapon Proficiency feat, but it can grant proficiency in an exotic weapon.

Aldori:
These slightly curved swords measure just over 3 feet in length. An Aldori dueling sword can be used as a martial weapon (in which case it functions as a longsword), but if you have the feat Exotic Weapon Proficiency (Aldori dueling sword), you can use the Weapon Finesse feat to apply your Dexterity modifier instead of your Strength modifier to attack rolls with an Aldori dueling sword sized for you, even though it isn’t a light weapon. You can also wield an Aldori dueling sword in two hands to apply 1-1/2 times your Strength bonus to damage rolls.

Kensai
A kensai is proficient in simple weapons and in a single martial or exotic melee weapon of his choice

Kensai
Aldori

I'm found several home brew/non-offical posts, but nothing that I would consider appropriate to back up making this character for PFS


Are these available as audio only downloads or on any podcasts?


There are at least three means of getting more than one attack while spring attacking

Improved Spring Attack/Greater Spring Attack
Spring Heeled Reaper
Swashbuckler Deed: Swift Strikes (lvl 11 Courser Archetype)

So by lvl 16 (when you can take greater spring attack), you could attack 5 different targets.

Spring Attack.

Improved Spring Attack.

Greater Spring Attack.

Spring Heeled Reaper.

Swashbuckler Deed: Swift Strikes.

The wording of the deed and style feet are a little odd, but I think that this would be legal. Anyone disagreed?


I would suggest Improved Familiar Bond as an alternative:

"Your familiar gains all the normal abilities available to a familiar of a wizard with a level equal to your total Hit Dice. You also gain the special ability normally gained by a master of your type of familiar."

https://www.d20pfsrd.com/feats/general-feats/improved-familiar-bond/


I appreciate everyone weighing in, especially Sandslice. I'm adjusting my previous stance of "it's useless" to "it's useless unless you take the correct selection of feats to make it not useless"


What would be the effect of an Exploiter Wizard taking MetaMixing?

My read through says it's essentially useless, as a wizard can't just use a higher level spell slot.

Metamixing (Su):
The arcanist can expend 1 point from her arcane reservoir to add a metamagic feat that she knows to a spell as she casts it without affecting the casting time (though using a higher-level spell slot as normal). She can use this ability to add a metamagic feat to a spell that she prepared using a metamagic feat, although she cannot add the same metamagic feat to a given spell more than once.

Go to Exploiter Wizard.

Go to Metamixing.


Has anyone put together a sketch of the The Long Walk for their PC's to "follow"?


Are the "Beams" produced by Sunbeam just ray's, or are the more like a line breath weapon, passing through everything between you and the 60 ft range of the the spell?

Go to Sunbeam.


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I'm confused about how to handle the group assaulting Kosseruk's Encampment. All need a DC30 stealth and at least one DC 28 survival to sneak through, which seems like a stretch. Even a magic option seems like it should still have a high chance of being spotted.

A battle would be loud, and since it's a 1/2 mile from the city, the sound shouldn't be lost in a din. Wouldn't that bring most of the camp down on the PC's, and eventually Kosseruk and the priests?

If they do sneak to the tower and immediately try to collapse it with out exploring the top, would Kosseruk and the priests die in the collapse?

Am I overthinking it? How did your groups handle the assault and how did you react?

2/5 *

I've got some young nephews into to dinosaurs. Can anyone recommend some 1st Edition Scenarios that has a dinosaur theme?


One would think that with the Savage Worlds adaption coming out, this might be worth making another print run of.

Although with so many people on Roll20/other (myself included), I wonder how the pawns sets are doing in general.


Underhanded Trick states:

At 6th level, she is treated as if she meets all the prerequisites for Greater Dirty Trick (although she must take the feat as normal).

underhanded-trick .

Is that 6th level mean character level or class level?


I have some young nephews very into dinosaurs. I was looking for some adventures to look into to possibly run for them. From a quick glance, I would guess Serpent's Skull, although I've never played it, just reading reading synapses. I remember Ire of the storm module having some Dino encounters, and would also be interested in and PFS1 scenario suggestions.

Thanks in advance


First Edition Society had a few monsters and/or items not available in any books or AP's. Does anyone know if there are any community packs or other resources anyone has bothered to put together them for input into hero lab?


IS there anywhere that gives the "official" conclusion of each AP. I know who the eventual ruler of Korvosa is supposed to be and the outcome of the Irongfang Invasion.

I'm purposely not posting spoilers here, but I was wondering if there was somewhere where this information was centrally located instead of having to puzzle it out.


I'm GM'ing a group and got a question from a character that I've gone a bit loopy researching. Lots of similar topics, but I haven't found anyone else discussing this specifically.

They asked if they could use the alchemical vestigial arm discovery, and Two-Weapon Fighting feat to wield a two-handed weapon with the vestigial and a normal arm and a off-hand weapon in the other normal hand.

This would seem to make sense, as they don't technically get an extra attack with the arm, but I wanted to see if someone could point out a reason this shouldn't happen before I approve it.

vestigial-arm


PFRPGrognard wrote:
My players used the money to help buy a Lyre of Building, which they used to improve the town's defenses.

Did you hand wave the base value/purchase limit for the settlement size? Or did they come up with something clever to get it?

I was thinking about something like "for every 500 GP you spend on the town, the DP increases by 1"


Question about the 20,000 GP stipend from a successful verbal duel: Did any groups offer to spend any of it on the town, as opposed to just equipment for themselves? What should be the impact on Defense points? Maybe raising the max?


I just want to make sure I'm reading this right:

Trench Mist..

The first time I read over it, I got it in my head that it could only be damaged like a swarm, but it appears that a Trench Mist can be damaged by any magic weapon.

I would think that attacking a gas with a sword would be useless, but unless I'm missing something, a magic sword would work just fine.


We just started a Rise of the Runelords AP and I have a character who spouts random conspiracy theories/rumors and I've been trying to tie in something from a bunch of AP's but not give any spoilers. Here's some so far, based on the AP's 'm most familiar with. Any other suggestions would be much appreciated:

Curse of the Crimson Throne
Heard the old king in Korvosa found himself a young new queen. They say the king turns into a giant reefclaw every full moon, wonder what the new queenie will think of that.

Giantslayer
In the Five Kings Mountains is a swamp filled with the ghosts of dead druids that lure people to their deaths. They'd get away with it too, except for this group of 4 brave kids and their dog.

Ironfang Invasion
Did ya hear Molthune's recruiting goblins to fill the rank's of it's armies. Who would have though that lot that would be the progressive ones.

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