Question about Book 2 of Stolen Fate: At the beginning of the book demons invade the Harrow Court. This event is managed through "Battle Rounds." Are "Battle Rounds" counted for each round of a combat encounter? For example, if the players rush off to defend one of the three points of entry... do they lose one Defense Point at the end of each of those combat rounds? If that battle takes 4 combat rounds, does that count as 4 "Battle Rounds"? I thought so, but it gets a little confusing when I see it says they can take a battle round off to get one hour of rest. Which makes it sound that each Battle Round is 1 hour.
Hi everyone -- I wanted to see what peoples' thoughts were about afflictions and issues of time. It seems like there are two different camps, and I'm unsure what the "correct" answer is. For example, an assassin stabs a player with a dagger that's coated with a poison that has the following stats: Saving Throw DC 18 Fortitude; Onset 1 round; Maximum Duration 3 rounds; Stage 1 1d8 poison damage (1 round); Stage 2 1d10 poison damage (1 round); Stage 3 2d6 poison damage (1 round) SCENARIO 1 * Assassin's Turn. Stabs PC. PC suffers weapon damage and must roll a Fort Save. PC fails the save. * PC's Turn. Nothing related to the poison happens because the 1-round onset period has not passed. * Assassin's Turn. The 1-round onset period is over. PC suffers Stage 1. There is a 1-round delay until the next save. Poison's duration is set to 3 rounds. * PC's Turn. Nothing related to the poison happens because 1 round hasn't passed since the last save. * Assassin's Turn. Poison's duration is set to 2 rounds. The 1-round delay following the previous save is over. PC rolls another Fort Save. Fails and moves to Stage 2. There is a 1-round delay until the next save. * Repeat SCENARIO 2 * Assassin's Turn. Stabs PC. PC suffers weapon damage and must roll a Fort Save. PC fails the save. * PC's Turn. Nothing related to the poison happens because the 1-round onset period has not passed. * Assassin's Turn. The 1-round onset period is over. PC suffers Stage 1. There is a 1-round delay until the next save. Poison's duration is set to 3 rounds. * PC's Turn. At the end of their turn they must roll a Fort Save. They fail and move to Stage 2. Even though one full round did not pass since their previous save, they make their saving throw here at the end of their turn per page 469 of the Core Rules where it says, "You then attempt any saving throws for
* Assassin's Turn. Poison's duration is set to 2 rounds. Nothing else related to the poison happens here. * PC's Turn. They must roll a save at the end of their turn. * Repeat. The main differences being that in Scenario 1, everything related to the poison takes place on the Assassin's turn because they're the one who created the effect. And in Scenario 2, the timing of the affliction is also tracked on the Assassin's turn (per the rules for effect durations), but the saves and results are applied at the end of the PC's turn (per the End of Turn rules). In either case, should the Assassin die before the Affliction expires or is removed, the duration of the affliction will continue to be tracked at the same point in initiative (as well as saves and results in Scenario 1). Which Scenario is right? Or if neither of them are, what is the correct method? Thanks!
The Roiling Incant (Bestiary 3, page 216) is Immune to Evocation (it doesn't specify spells... just says "Evocation"). Weapon Potency Runes have the Evocation trait. Therefore, Roiling Incants are immune to damage from basic magic weapons using Runes, but completely vulnerable to specific magic weapons (like a Retribution Axe) that are +1 magic weapons, but do not have the Evocation trait. That correct? I swear sometimes these rules make my brain hurt. LOL
Search Posts
The gala inside the Chelish embassy appears to be in full swing, and as the faint light from the building falls upon the alleyway outside, Venture-Captain Ambrus Valsin's mission briefing is hard to forget. “Pathfinders,” Valsin boomed but hours earlier in the briefing chamber within the Grand Lodge, “Zarta Dralneen no longer exists. She never existed. She’s never worked for the Chelish embassy here in Absalom, and she’s never been in charge of the Chelish Pathfinders. At least that’s what I was told, repeatedly, to my face, through three layers of Chelish bureaucrats. I know those people, and they all knew Zarta. They didn’t just forget about her. She’s been ‘disappeared.’
A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7). The Pathfinder Society dispatches you to the catacombs called Cassomir's Locker to find the source of a rat cult breeding monstrous vermin. After clearing Cassomir's dank sewers and delving into the dirty dungeons below, will you find the artifact that powers Cassomir's Locker or bring about the destruction of Taldor's most important port? This scenario is being run during the PBP Gameday so it is starting September 19th. Players already part of this scenario:
There is still room for three more and alternates.
When a monster is discovered on the grounds of the Pathfinder Lodge at Heidmarch Manor in Magnimar, an investigation into its appearance leads the PCs deep under the City of Monuments—and face to face with a burgeoning thieves’ guild. This scenario is being run during the PBP Gameday so it is starting September 19th. Players already part of this scenario:
There is still room for one more and alternates.
You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.
You are in Absalom, the mighty City at the Center of the World, and you’ve always longed to explore one of the countless ruins of failed conquerors that litter the plains outside the city’s walls.
An unnamed siege castle has stood in the Cairnlands for hundreds if not thousands of years, magically sealed after the death of its forgotten master. But recently, a minor earthquake rocked the land, accomplishing in moments what dozens of scholars, sages, and adventurers could not achieve in years—the quake caused part of the siege castle to collapse, opening its interior for the first time in centuries. The locals now call this tower the Fallen Fortress.
This scenario will be played during Pbp Gameday 3, and so will start on Nov 1, 2014.
Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents. The link to the sign up sheet for this scenario is -->here.<---
A nondescript cleric from the church of Pharasma approaches each of you saying "We need your help up at the church. I, and other clerics, are out looking for pathfinders and other adventurers to help us. Just show up at the Godsmouth Cathedral and you will be informed as what will be needed from you." and the cleric disappears into the crowd, heading towards the church.
Male Half-Elf Bard(Dirge) 2/Sorcerer(undead) 1 | AC 12 T 12 FF 10 | HP 23/23 | F +2 R +5 W +4 | Init +1 | Perc +7 | Performance Rounds 12/12 | Bloodline Power 7/7
One day while walking through Kaer Maga, a melancholic half-elf bard in black and white makeup, playing a set of congos, walks up to Grigori. "Greetings. I can see that you follow Pharasma as well. I just came from the church up there and sent me to find a party of pathfinders to help them. You look competent. Why don't you gather with more pathfinders at the Godsmouth Cathedral to help them?"
Since this is my first time GMing, I'll host one that I am somewhat familiar with. Please bear with me. Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans. Written by Rob McCreary Requirements
|