Ezekieru wrote:
Thanks for that. Somehow completely missed that. :)
James Jacobs wrote:
I realize in advance that you may not be able to say, but I'll give it a shot anyways. :) Does this mean that the Remastered Red Mantis Archetype will be included with the adventure? While it generally works, there are definitely going to need to be some tweaking to bring it in line.
Hey folks! I was looking this up specifically for the Everstand Stance feat, and came to the realization that the Remaster has officially fixed this issue. Player Core pg. 139 wrote: Stance: A stance is a general combat strategy that you enter by using an action with the stance trait, and you remain in for some time. A stance lasts until you get knocked out, until its requirements (if any) are violated, until the encounter ends, or until you use a stance action again, whichever comes first. After you take an action with the stance trait, you can’t take another one for 1 round. You can enter or be in a stance only in encounter mode. You can Dismiss a stance. Dismiss wrote: Action: 1; You end an effect that states you can Dismiss it. Dismissing ends the entire effect unless noted otherwise. Thought that I would share this information after coming across this post.
breithauptclan wrote:
Definitely for PFS. Unfortunately, if it's in the OP documentation, I can't find it. They mostly just refer to the rules in the CRB. I would have to agree with you, though. Thanks for the input! :)
Hey all, I'm trying to see if I can get some clarification on this, as there doesn't seem to be a clear ruling. I have a character that took the Elementalist Class Archetype, which means that he took the Dedication feat at lvl 2, as expected. I'm now thinking about retraining out to choose a different (regular) Archetype instead, but I'm not sure how much time that I'll need to spend doing so. Do I spend 7 days retraining out of the feat, and leave it at that? Or would the Class Archetype also be considered a "class feature that required a choice" and have to add 28 days onto the total? Personally, I'd probably lean towards the latter, if only for this line from Secrets of Magic: Quote: Class archetypes always alter or replace some of a class's static class features in addition to any new feats they offer. I'm curious about what others think. Thanks in advance! :)
Aaron Shanks wrote:
That sounds so good! I'm really hoping that Highhelm has more stuff than just the Stalwart Defender (though I'm very stoked about this, as well). Been looking for Foehammer and Stoneheart and other popular dwarf goodies for quite a while now.
So, my group just finished up the Starday Tournament (which they loved, btw), as well as the First Masking. I know that they have plenty of XP for level 3, at this point, but I'm a bit confused about the wording for XP for the tournament. Quote: Award the heroes 80 XP for victory in the first bout, 120 XP for victory in the second bout, and 180 XP for victory in the final bout. Does this mean that they get 380 XP if they win all three bouts? That's way more than the value of the creatures, unless they are taking into consideration the fact that it's 2 PCs only in each bout.
Wow! This got a lot more attention than I expected. Some great discussion going on here. I appreciate everyone's input. Themetricsystem wrote:
Not to discount anyone else's input, but I definitely found that this helped to lay it out quite nicely for my brain to wrap around. Thanks for that! graystone wrote:
I also found this quite helpful. I didn't even realize that the specific definition was in the book, which I suspect will help for future rule clarifications as well.
Hey folks, I just had an interesting interaction in my game tonight, and I wanted to see what people had to say about it. My players were in the middle of a big fight, where the Wizard started off by casting Black Tentacles into a room full of enemies. One of the enemies that was grappled by the tentacles was an archer. Rather than worry about trying to escape, the archer just kept shooting, but here's where it gets weird (at least to me). Every time the archer tries to attack, he has to Reload (which is part of the same action as the attack, according to the Reload action with a '0' value). Reload is an Interact Action, which requires a Flat Check DC 5, but the Attack action doesn't. So, based on all this, does the archer: a) lose the attack if he can't reload, or b) completely ignore the Flat Check, as it technically doesn't cost anything? To keep the game going, I went with the former, but am curious what others think about this. Thanks.
Ahri Choi wrote:
No worries, Ahri. If those kinds of things come up, please feel free to give us a heads up. :) Futin wrote: All good here! How dare you say he doesn'take a difference;) Heh... he makes a difference... just not game changing. :) At least, not enough to make a separate post.
GM Screen:
AE Stealth: 1d20 + 11 ⇒ (15) + 11 = 26 IM Stealth: 1d20 + 12 ⇒ (2) + 12 = 14 Junan Perception: 1d20 + 2 ⇒ (20) + 2 = 22 The group pitches their camp and settles down for the night with as much comfort as they can muster, given the circumstances. A fire keeps the cold mostly at bay for whomever is keeping watch, while the others bundle themselves up in the tent. Nutar takes the first watch, and his shift passes quickly with little but the comforting flame to keep him company. Casimir follows after him, and he is able to get in some quiet contemplation as his time passes uneventfully. Junan takes the 3rd watch, which seems to be just as uneventful. That is, until he sees movement in the light of the fire. What would have been hidden in darkness for the rest of the party, Junan's eyes make better use of the existing light. A small, blue-skinned creature can be seen, a look of malice on it's face as it looks at you, then surprise as it realizes that you are looking right at it. GM Screen:
Junan: 1d20 + 2 ⇒ (10) + 2 = 12 Nutar: 1d20 + 2 ⇒ (11) + 2 = 13 Oriol: 1d20 + 2 ⇒ (20) + 2 = 22 Casimir: 1d20 + 2 ⇒ (3) + 2 = 5 AE: 1d20 + 7 ⇒ (1) + 7 = 8 IM: 1d20 + 6 ⇒ (17) + 6 = 23 It flies straight at Junan, screaming in rage, and letting loose a blast of icy frost. Ice Damage: 1d4 ⇒ 1 (DC 13 Reflex Save for half; Sickened for 3 rounds, if failed. GM Screen:
Nutar: 1d20 + 9 ⇒ (9) + 9 = 18 Oriol: 1d20 + 1 ⇒ (13) + 1 = 14 Casimir: 1d20 + 5 ⇒ (8) + 5 = 13 The other three are suddenly woken from their sleep by the close sounds of battle. Initiative: ??? - 23
Oriol, Nunat & Junan are up! Sorry for the wait! I oddly had a very hard time getting this written. Hopefully it turned out alright. :) Keep in mind that medium and heavy armors can't be slept in. Junan, I'm assuming, would have put his on when he went for his watch.
Deciding to soldier on, the ground walks away from the large corpse, leaving it to the scavengers. After putting some distance between them and the corpse, Nutar realizes that they are entering a part of the forest called the Somir Valley. Despite the fact that it's the part of the day that would normally be the hottest in summer, the group feels as if the temperature may actually be dropping. They are able to find a defensible place to camp just a little ways off the path. You made it an hour without anything else happening!
Sorry for the wait, folks. Getting this worked on now, as much as possible. @Villar - At this point, it just means that your max hit points are reduced, and you are taking a penalty to Con-based checks. Crit-fail doesn't do anything further. Unable to easily get past the knight, Talina attempts a feat of acrobatics to tumble past the enemy. ◆ Stride
Making her way through, she slashes at the wight. ◆ Longsword Strike: 1d20 + 9 ⇒ (3) + 9 = 12
Unfortunately, she misses her mark. Cicero makes his way forward and launches piece of rubble at the visible undead. ◆ Stride
A solid connection seems to crack the creature's skull, but it barely seems to notice. One of the wights makes it way around, so as to get a better angle at Talina, while the first one tries to get through Alak to it's original target. ◆ Claw Strike: 1d20 + 12 - 1 ⇒ (16) + 12 - 1 = 27
Fortitude Save vs. DC 17: 1d20 + 9 ⇒ (3) + 9 = 12 Alak takes a hit, and feels his life force draining away, but he still stands his ground. Initiative:
Everyone is up! Sorry again for the delay.
Ahri quickly identifies the creatures as Wights, nasty undead that are often created by especially violent deaths, and drain the life energies from their victims to sustain themselves. Her arrow finds its mark as she retreats to the back of the group. Futin is nearly as surprised as the wight as he vehemently tells it to back away, causing it to be slightly shaken. (Success!)
Ahri Choi wrote: Alak that's a job for you up there! "I hear you, Lady Ahri," the knight calls back, and he quickly runs into the fray, barrelling straight into the wight. ◆ Stride
Unfortunately, the wight resist the push, so he just relies on his weapon. Villar wakes up with Alak standing over him, facing off against the wights. Initiative:
Go ahead with your actions, Villar. I'll wait before I do the rest.
The weasel's wounds were clearly more detrimental than they appeared. Everyone gets a hit in on the oversized beast, and Junan finishes it off with his flaming claws, simultaneously ripping and burning the creature to death, making a horrible mess on the snow. End of combat. 1d4 ⇒ 4 While the weasel is no longer attached, Junan's wound continues to bleed.
Villar looks in the room, but everything seems quiet - deathly quiet. Futin definitely feels the presence of magic, most likely coming from inside the room. Ahri is having a hard time seeing past the tall folk, but is pretty sure she sees some movement in the room... that is, just before the creatures round the corner of the coffins. GM Screen:
Red: 1d20 + 10 ⇒ (19) + 10 = 29 Blue: 1d20 + 10 ⇒ (20) + 10 = 30 Villar: 1d20 + 8 ⇒ (6) + 8 = 14 Ahri: 1d20 + 7 ⇒ (16) + 7 = 23 Futin: 1d20 + 3 ⇒ (8) + 3 = 11 Talina: 1d20 + 6 ⇒ (16) + 6 = 22 Cicero: 1d20 + 6 ⇒ (16) + 6 = 22 Alak: 1d20 + 7 ⇒ (15) + 7 = 22 The obviously undead creatures head straight for the doorway, and Villar. The first one quickly runs up and takes a slash at the tiefling. ◆ Stride
The other has a shorter distance to go and manages to get in a couple of attacks. ◆ Stride
The attacks overwhelms Villar's defenses, and fells the unprepared Investigator.
Initiative:
Everyone is up! I'll do the NPCs at the end.
Junan fearlessly charges the dangerous animal, ending with a massive downward slash of his bladed polearm. Casimir follows just behind Junan, longspear at the ready, the standard of the High Sentinels flying from it's shaft. The doctor also manages to get in a hit on the creature. Oriol runs to catch up, but is unable to quite make the distance. The giant weasel closes the gap to bite and claw at Junan. Bite Attack: 1d20 + 6 ⇒ (12) + 6 = 18
While the claws only rake across his armor superficially, the bite sinks deep, and the creature doesn't seem want to let go. It also seems to be bleeding freely. The weasel is Attached to Junan. It is considered grappled, but you are not, though you still have to break the attachment to move. Junan Bleed Damage: 1d4 ⇒ 1 Initiative:
Everyone is up!
Deciding to play it safe, the group takes their time to walk around the odd message and put distance between themselves and the creepy hut. A cold wind blows through the valley, bringing a spray of sleet and broken ice. The sky ahead roils with thick, gray clouds and the sun is only a dim glow somewhere in the mist. The group was been traveling for about the past half hour, when Nutar raises his arm to stop the group, having noticed movement off the side of the trail. It doesn't take Oriol and Casimir long to realize the reason the the halt, and Junan is quickly caught up to speed, when they notice a large, furred shape blending into the snow; or, that is to say it would be blending in if it wasn't for the bloody wound soaking the nearby snow red. The large weasel is watching them from it's hiding spot, and suddenly bolts when figures that it's been seen. Initiative:
Oriol, Casimir & Junan react first! New map is up!
Villar leads the others back through the crypts to the main hallway and heads for the last of the divergent paths. Heading down the last of the southern hallways leads to a dead end. GM Screen:
Villar Perception: 1d20 + 8 ⇒ (4) + 8 = 12 Ahri Perception: 1d20 + 7 ⇒ (17) + 7 = 24 Talina Perception: 1d20 + 6 ⇒ (4) + 6 = 10 Futin Perception: 1d20 + 3 ⇒ (13) + 3 = 16 While Villar stares at the wall, puzzled, Ahri notes the creases of a hidden doorway in the wall. Six looming, raised daises stretch from east to west in this chamber, each bearing a massive stone coffin with a carving of a fully armed and armored Hellknight lying in stately repose. Upon closer inspection, the details of the various weapons and minor variations in the armor of the figures distinguish these tombs. Two of the coffins loom ominously open. The east wall bears a complex series of inscriptions composed of faintly glowing pale blue runes. |