Alain

ClemCon's page

RPG Superstar 2014 Top 32. Goblin Squad Member. RPG Superstar 7 Season Star Voter. Organized Play Member. 6 posts. No reviews. No lists. No wishlists. 8 Organized Play characters.


Silver Crusade 3/5 RPG Superstar 2014 Top 32

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I am fielding a lot of questions for the card guild. Many of my questions have been answered in the thread which is GREAT! and some of them have not or I have not found them. I am going to post the harder questions I have received and how I have "ruled" for now. Please let me know if my ruling is correct or incorrect. Thanks so much! This community is very helpful and it is AWESOME!

Casey Clements
VL Greater Raleigh Area

Question 1. If a player has gained a card as a reward of an ITEM 1. They now choose an ITEM 1 card. During play, the ITEM 1 Card has to be banished so they return it to their box. When they rebuild, do they get an ITEM 1 or is it "Crossed Off" Their Chronicle?

My Answer 1. The banished rules work like the adventure game. I know you worked hard for the card but if is banished it has been "destroyed, melted, lost" in rpg terms. You will have to gain another upgrade to fill the void or recreate your deck with a BASIC B Card. Otherwise, Banish would = Bury (except some buried cards can be returned other ways) It is not unlike PFS where you buy a potion and use it up and then it is gone for good until you buy it again.

Question 2. There is a rule that allows you to replace a card you cannot possibly beat in solo/duo play with another card you do have the potential to defeat. Does this rule still apply for Guild play?

My Answer 2. Bad stuff happens. I realize a card might lock the game up and it is frustrating .. but just take a draw on the timer and play again using the "timer ran out" rules. I can also see the argument of run it like the rules of the game that say you can. Unsure really which way to go on this one.

Question 3. What determines if a card can be played out of turn? For example .. Lookout 2nd ability is NOT for a check specifically so can you play that out of turn and search "your location" even when it is another players turn to effectively "search their location" as long as you are at that location with them.

My Answer 3. If the card does not say play on a check (Like Cure) you can do this whenever you want to do this. If a card says any check you can do this on any check even not on your turn. If it says Your check it must be done on your turn. The lookout card in question brings up another point .. "What is your location?" Do you even have a location when it is not your turn? Seems like you do based on other events in the game (Like being attacked by enemies if an ally turns over a card that attacks everyone at that location). My ruling is you MAY use the lookout on someone else's turn to search "your location" and if "your location" happens to be "their location" that is fine.

Question 4. Is a summoned card still considered to have the tag "henchman" for cards that effect henchmen. (Like for Sage Journal)

My Answer 4. I think this is answered somewhere else but I cannot find it currently. I know the summoned card does not act like a henchmen for closing the location of for the text allowing an attempt to close. The intent of the journal is probably to only target "actual" henchmen. I will ask about this.

Question 5. If multiple things say "at the start of your turn" or would happen "at the start of your turn" what order are they resolved in? (Like attempt to fix a ship and ship takes location damage - it would matter the order)

My Answer 5. Blessings get turned first, then you resolve the items in the order you choose. I'm not sure there are any "stacking" rules yet.

Apologies if these were answered already and thank you kindly in advance for helping me resolve these!

Silver Crusade 3/5 RPG Superstar 2014 Top 32

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Yay Mike!!!!

Silver Crusade RPG Superstar 2014 Top 32 , Star Voter Season 7 aka ClemCon

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This mass of translucent protoplasm is constructed of tiny gelatinous diatoms in a wet heap, shimmering among detritus.
Cypherplasm CR 4
XP 1,200
N Fine Ooze (swarm, aquatic)
Init -5; Senses blindsight 30 ft; Perception -5
----- Defense -----
AC 13, touch 13, flat-footed 13 (-5 dex, +8 size)
hp 36 (5d8+8)
Fort +2, Ref -4, Will -4
Defensive Abilities ooze and swarm traits, hydroslime; Immune weapon damage; Resist fire 5
Weaknesses vulnerable electricity
----- Offense -----
Speed 10 ft., climb 10 ft., swim 20 ft.
Melee swarm (1d6 force plus dimensional jolt)
Space 10 ft.; Reach 0 ft.
Special Attacks dimensional jolt (DC 13)
Spell-Like Abilities (CL 7th; concentration +0)
At will—quickened jester’s jaunt (self only)
----- Statistics -----
Str 1, Dex 1, Con 12, Int -, Wis 1, Cha 1
Base Atk +3; CMB -; CMD -
Skills Climb +7, Swim +7
SQ amphibious, camouflage
----- Ecology -----
Environment urban, underground
Organization solitary or colony (2-5)
Treasure incidental
----- Special Abilities -----
Amphibious (Ex) Although originally an aquatic sea foam, the cypherplasm can live indefinitely on land.
Camouflage (Ex) The translucent nature of the cypherplasm makes it difficult to spot while it rests among detritus. A DC 15 perception check is required to identify the ooze among other mundane material. The ooze will automatically hit any creature that moves within its space.
Dimensional Jolt (Su) Any creature that takes damage from a Cypherplasm must succed at a will save or be teleported instantly to a new location 2d4 x 10 feet away with a 50% chance the move will also be at an elevation change of 1d3 x 10 feet up or down. The jolt cannot send a creature to a space occupied by a solid body and will push it to the nearest suitable location. Dimensional jolt is negated by spells that prevent teleportation.
Hydroslime (Ex) A cypherplasm produces a slime-like coating that grants protection against fire. When hit by fire, the coating will absorb fire damage up to 5 points. Once the hydroslime coating absorbs a total amount of cumulative fire damage equal to or greater than 10 points it will evaporate causing the cypherplasm to lose its fire resist ability. The Hydroslime coating is renewed when a cypherplasm remains submerged in water for a full round.

The elusive cypherplasm uses teleportation to pursue and evade in combat. Their attacks cause victims to be jolted internally with force while using a dimensional attack to scatter them. The cypherplasm moves into the heart of major cities by using overflowing sewers during periodic downpours. Citizens have little recourse to fight a creature that teleports them away. The cypherplasm is even more of a nuisance in areas near the water, teleporting unlucky dock workers on a dimensional leap into the ocean. This disruptive foam has spread to almost every major port in Golarion, leaving a jolt of chaos in its wake.

Studies of the swarming ooze at the Cypher Lodge have discerned that it is derived from common diatomic organisms that grow on flotsam. Cyphermages determined that the Cyphergate transformed a harmless sea foam into a menacing ooze swarm. Experimental dimensionally locked canisters may hold the secret to containing this elusive foe but concerns grow that pirates may use the ooze as a weapon of war.

Silver Crusade RPG Superstar 2014 Top 32 , Star Voter Season 7 aka ClemCon

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Thank you so much for taking the time to give my item feedback! Your comments are right on and exactly the kinds of comments I was making myself as I judged my own items before submission. This one was the item that finally made the cut. Your feedback was so valuable!

A lot of the motivation for this item came from pathfinder society games where heavens oracles using Awesome Display could use color spray to knock out high level monsters for multiple rounds without batting an eye. This item was created, in my mind, to counteract that abuse of power. If only the boss had a pair of patternward specs! I wanted the cost to be 2PP for society play which is up to 750gp. I run a lot of society games for kids at the local high school. It is a great way to introduce them to Pathfinder!

I'm not sure how much of our thoughts you are wanting to know at this stage but I figured I would share a little bit of the design rational to those who may be curious on what goes on inside the mind of a mad scientist.

Mostly I would just like to say how glad I am to have made the top 32 and I am amazed at the level of talent out there in the community and there were so many great items! I hope to do well in the next round and I wish everyone the best of luck! Thanks again to all the judges!

Silver Crusade RPG Superstar 2014 Top 32 , Star Voter Season 7 aka ClemCon

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Patternward Spectacles
Aura moderate abjuration; CL 9th
Slot eyes; Price 750 gp; Weight 1 lb.
Description
These spectacles fit firmly over eyes, held by two crystalline stems. The lenses are initially clear and do not hinder the wearer’s vision. When an illusion spell or spell-like ability with the pattern subschool (such as color spray) is used against the wearer, the spectacles absorb the magic and darken, protecting only the wearer from the pattern effect. Once the spectacles absorb a spell and become opaque, the wearer gains the blindness condition until the spectacles are removed as a swift action. Patternward spectacles function to protect against spell effects of third level or lower only. Darkened spectacles no longer function and may not be recharged.
Construction
Requirements Craft Wondrous Item, minor globe of invulnerability; Cost 375 gp