Acererak

Dragor2017's page

***** Pathfinder Society GM. 30 posts (34 including aliases). No reviews. No lists. 1 wishlist. 32 Organized Play characters. 1 alias.


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Shadow Lodge

Shield Boss (Hooked Boss) from Melee Tactics

Shadow Lodge 4/5

Where is Nrana?

Nrana:
Encounter C1 lists Unemi the jungle druid having a tiger companion named Nrana

I cannot any stats for it, am I going blind. Please help

Shadow Lodge 4/5

My investigator decided best way to handle the last fight was a wand of Empowered Magic missile, 9th level caster. Wish granted

Shadow Lodge 4/5

The Animal Archive entry is missing information of allowed tricks, feats, spells and equipment, and magic items. This information was included in previous Additional resources. I think that when the addendum about CR for purchases was added a section got left off. thanks

Shadow Lodge 4/5

I have wondered about this for both Aroden and Razmir. They both have items in the Gods and magic that give an additional benefit if Aroden or Razmir is your Patron "deity"

Azlant Pendant

Holy Mask of the living god

Both items are allowed in PFS. So the system has a precedent for Worshipping Aroden or Razmir and getting a benefit from these items

Shadow Lodge 4/5

First I have no problems with the Errata, some make me smile (looking at you double barrel pistol) and some make me a little sad (sap adept , prolly gonna keep it though) A pair raised some questions:

Communal waterwalk is lower level then waterwalk?

Crane Riposte mentions deflecting an attack with crane wing, but the text for Crane Wing no longer has anything about deflecting

Shadow Lodge 4/5

John Compton wrote:
The Story So Far cards are a great place to start.

Thanks that is what I was looking for, I did not see this in the player or Gm resources, where was it hiding?

Shadow Lodge 4/5

Is there a place to find out about the specials that end a season. As a player I cannot get to the big Cons and therefore do not get to play any of the specials. Most people in our area have no idea what happened at the end of season 5, Jormudun, the skykey, nothing. All they know is missions starting sending us after the skykey. And now I know nothing about what instigated the Aspis Consortium war, but venture captains are going to start sending us after Aspis agents. There have been teasing spoilers about the special. If there somewhere I can catch up of the metaplot?

Shadow Lodge 4/5

Cronge wrote:
Looking for 1 more player, with a character in the level 11-13 range, to make this table legal.

Signed up and ready to go

Shadow Lodge

Playing PFS lately we have encountered Robots. Non magical Constructs, animated by technology instead of magic. I was looking for something to combat the hardness they have. I was wondering if Brittle Portla would work on robots

Brittle Portal:

School transmutation; Level antipaladin 2, cleric 2, druid 2, inquisitor 2, sorcerer/wizard 2, witch 2
CASTING

Casting Time 1 standard action
Components V, S
EFFECT

Range close (25 ft. + 5 ft./2 levels)
Area 5-ft.-radius spread
Duration 1 round/level
Saving Throw Will negates (object); Spell Resistance yes (object)

DESCRIPTION

This spell weakens the bonds of existence, and reduces the hardness of any non-magical surface within its area of effect by 2 per caster level. The spell is centered on a flat surface chosen by the caster, and the hardness reduction effect persists for the duration of the spell.

My first thought is it should work (with a will save of course) because robots are non-magical. Let me know what you think, thanks

Shadow Lodge 4/5

Count me in with level 3 investigator

Shadow Lodge 4/5

In PFS do we use the Quick Rules or the Rebuild Rules. Normally there is very little difference, but today I was prepping 5-21 the Merchant's Wake

5-21:
and it has several undead with the advanced template. three different kinds of undead. The zombie hit points seem to reflect the quick build rules as they get more HPs, the Skeletons listed HP stays the same, and the Skeletal Champion does not have it's HP listed.

This could make a huge difference the higher tier you go, so does PFS use quick Rules or Rebuild Rules

Shadow Lodge 4/5

We are running this in Con coming up and I wanted to make sure that the We be goblins rules do override the normal guide rules about conditions, particularly death

From the WE BE GOBLINS PFS rules packet:
Quote:

Conditions, Death, and Expendables

Since all PCs in this adventure are pregenerated characters, no conditions (including death) carry beyond the end of a module to the real PCs to whom the module’s Chronicle sheet is applied. Likewise, any wealth spent or resources expended during the course of the adventure are considered unspent upon the module’s completion.

Shadow Lodge 4/5

Signed up on Warhorn, not sure what to choose for my investigator 1, so left blank

Shadow Lodge 4/5

I will play my wizard 7, this is Josh, BTW

Shadow Lodge 4/5

Either option works

Shadow Lodge 4/5

Is retraining Hit Points allowed? The sections fluff talks about rolling low on your HD. This options seems like a must for any martial character

Shadow Lodge 4/5

Do characters on Slow Path still have to earn 6 Fame to get this?

Shadow Lodge

I am looking at getting Boots of escape, ARG pg. 38

Description:
BOOTS OF ESCAPE
Aura faint conjuration; CL 5th
Slot feet; Price 8,000 gp; Weight 1 lb.
DESCRIPTION
These sturdy, leather-soled cloth boots have straps at the
ankles and calves to ensure a snug fit. Once per day, when
the wearer of the boots is grappled, pinned, or entangled, he
may transfer himself to any spot within 30 feet. This acts as if
the wearer had used a dimension door spell. A gnome wearing
these boots may instead transfer himself up to 400 feet.
CONSTRUCTION
Requirements Craft Wondrous Item, creator must be a
gnome or a wizard specialized in the school of conjuration;
Cost 4,000 gp

I am interested in what action it is to use this item. It does not say command and the wording kinda makes me think it is a reaction to one of the conditions.

Shadow Lodge

If I get an Amulet of mighty fists (spell storing) it seems like I should be able to store a spell into each one of my unarmed strikes and/or natural attacks? The FAQ has a specific entry on The Speed enhancement

If a creature with multiple natural attacks (such as bite/claw/claw) wears an Amulet of Mighty Fists with the speed property, does it get one extra attack with each of its natural weapons?
No... mainly because that combination is way too good for monsters with multiple attacks, and gets better the more natural attacks a monster has. Doubling a creature's attacks per round is really powerful, even for 80,000 gp (the price of a +4 amulet).

Stating that the ability does not stack because it is too powerful. It would appear that normally an enhancements from Amulet of mighty fists would be usable on each attack, storing a spell into each separate attack and resolving them individually.

Shadow Lodge 4/5

9 people marked this as FAQ candidate. Staff response: no reply required. 1 person marked this as a favorite.

The PFS guide says that Clerics of Irori receive Improved Unarmed strike as a bonus feat. Does this apply to Inquisitors as well? It seems like it should as Inquisitors are proficient with their diety's chosen weapon, but the guide only says cleric.

Shadow Lodge

The still/silent spell works for paralyze, but dazed lets you take no actions. The example of primal scream makes perfect sense for spells like this. That is how it should work. What I was hoping to have clarified or errata'ed is that these spells are supposed to do X, but cannot do so as written without Y and/or Z. Thanks

Shadow Lodge

7 people marked this as FAQ candidate.

I was prepping my clerics spell list and came across two spells that confuse me. Cleanse and Surmount affliction.

Surmount Affliction

School abjuration; Level cleric/oracle 2, inquisitor 2
CASTING
Casting Time 1 standard action
Components V, S
EFFECT
Range you
Target personal
Duration 1 round/level

You temporarily overcome one harmful condition. This does not end the effect causing the condition; it just suspends that condition’s effect for the duration of the spell. You can surmount any one of the following conditions: blinded, confused, dazed, dazzled, deafened, fatigued, frightened, paralyzed, shaken, or sickened.

Says it can remove paralyze and daze, but you cannot cast spells(with Verbal and somatic components) in either case.

Cleanse

School evocation; Level cleric/oracle 5, inquisitor 6; Domain divine 5
CASTING
Casting Time 1 standard action
Components S, DF
EFFECT
Range personal
Targets you
Duration instantaneous

Positive energy infuses and cleanses your body. This spell cures 4d8 points of damage + 1 point per caster level (maximum +25) and ends any and all of the following adverse conditions affecting you: ability damage, blinded, confused, dazzled, deafened, diseased, exhausted, fatigued, nauseated, poisoned, and sickened.

In addition, cleanse functions as break enchantment upon a single additional effect of your choice that is affecting you and that can be legally affected by this effect.

If used by undead or other creatures healed by negative energy, the spell cleanses with negative energy rather than positive.

This spell says it can remove nauseated condition, but once again you cannot cast spells while nauseated. Why does pathfinder have personal spells that remove conditions that you cannot use while you have the condition?

Shadow Lodge

In a recent game we had several questions about fuse grenades. The fuse grenade reads
"This hollow clay container holds a small charge of explosive power and a slow burning fuse. Lighting the fuse is a move action; 1d3 rounds later the grenade explodes, dealing 2d6 bludgeoning damage and 1d6 fire damage in a 10-foot burst (DC 15 Reflex save for half ). You throw a fuse grenade as if it were a splash weapon."

In our game one of the players threw a fuse grenade to a empty square located in the middle of the enemies. He successfully hit the square, but that comes to our problem. Does the bomb stay in the square or does it bounce or skip. Logically I am inclined to make it roll out of the square. RAW it seems like it should stay in the square time it explodes or someone interferes with it. What do you think?

Shadow Lodge 4/5

From all these examples it sounds like playing out of tier does happen. Does PPP trump the Level range of a module, or should the level range be enforced over PPP?

Shadow Lodge 4/5

I have a simple question I cannot find the answer too. If I am running a 5th to 9th level tiered module, can a 4th level character play under the play, play, play rule? Some people have told me "playing up" is ok, but you can NEVER "play down. I found a previous thread (http://paizo.com/paizo/messageboards/paizoPublishing/pathfinder/pathfinder Society/general/tiersAndCharacterLevels1ekxx&page=2)
that never really answered the question.

This section of the new PFS society Campaign guide

Though it is possible
for lower-level characters to occasionally at higher Tiers
(playing up) or lower Tiers (playing down) in order to
make a legal table, it is never permissible for a 12th-level
Pathfinder Society character to play down.
(PFS campaign guide page 18)

Seems to indicate you can play up, but the example used is playing up to a different sub-tier, not playing a module that your character does not meet the level requirements for. Please let me know if "playing up" is allowed in PFS. Thanks

Shadow Lodge

1 person marked this as FAQ candidate.

The Cleanse spell is a personal range spell that states it can removed the nauseated condition. It is a standard action to cast and while nauseated you may only take a move action. Should nauseated be removed from the list or can you actually cast it while nauseated?

Shadow Lodge

Thanks for the info. Sounds like I should be able to ride a boar and looking kinda odd. I think it should be fun.

(BTW the 19 strength came from the Stat increase an animal companion gets at it's fourth level)

Shadow Lodge

The Boar animal companion increases to Medium size at 4th level, since a paladin's effective druid level is the same as it's paladin level it would be medium and could have a strength of 19. Giving it a max load of 525 pounds. That seems sufficient to hold most armored characters. I just can't find any rules allowing or disallowing a mediumn sized mount.

Shadow Lodge

Looking at this ability I was thinking of my Medium sized Paladin being mounted on a Boar. The PFRPG says that a boar is acceptable but it is not clear if the boar is only for small sized Paladins. From the description of other mounts, the PFRPG shows that a riding dog and pony (both medium sized creatures) are for small sized creatures to ride, and the Horse (large sized) is for medium sized creatues. Can my Medium sized paladin ride a Boar or is he stuck on a horse or camel. Thanks for the info

Dragor (hopefully a boar riding Palaldin)