Secrets of Magic MAGICAL UNDERSTUDY FEAT 2 EVOLUTION SUMMONER Your eidolon evolves to cast spells. It gains the Cast a Spell activity and learns two cantrips of its tradition, which it can cast as innate spells. ——
Innate Spells You're always trained in spell attack rolls and spell DCs for your innate spells, even if you aren't otherwise trained in spell attack rolls or spell DCs. — It is an innate spell, so the eidolon is trained. The rules in Player Core are a little better it seems, but still getting an Innate Spell automatically gives you a Spell Attack and DC for those spells.
So currently we have: Roark, swashbuckler
Everyone is at least trained in Stealth, but I don’t think anyone has better than Trained. Having someone who is Expert or better would give us a better chance when Stealth is an option. Stitch is the best at healing / medicine, crafting, and good on Society. Vardarel is good on Religion and Survival. He has all four magic skills. Roark is good with Acrobatics and Performance. Professor Bun Bun is good with Performance, Society and Diplomacy. Bella is best at Acrobatics and Performance. We don’t have anyone casting arcane or primal magics. Maybe a magus, arcane or primal summoner or champion? Otherwise a strange rogue or melee investigator.
Roark Thunderbird wrote:
Sorry but the author is working on another project and has buried herself in writing. I doubt she would come GM until she is ready to publish what she is currently working on.
The other option is that the new rules starting with GenCon allows for creating a 7th level character. If the characters on this adventure take slow track for it and the next one, we could add Lady Ladile with a new character and align our experience points. We take two chronicles at slow track, she takes one at normal track. Everything is aligned, That would mean her starting a new character at 7th level.
Roark Thunderbird wrote: so how's the other one (Mean Streets of Shadow Absalom)? If it's more intelligence based checks I'm bringing Lokaloka! A few traps, lots of combat, I can’t recall how much there is for skill checks. I think there was more of a mix of skills, but it has been a while and I last played it on my Magus alongside an Investigator so we had skill options,
GM chadius wrote: 27 Occultism is a failure, yes. 17 Diplomacy is a critical failure. So what level was the Hazard? DC 28 would be high for a level 8, extreme for a level 6 trap. Only giving three skills and requiring expert on two of them seems rather harsh as well considering that most classes would only have two skills at Expert or above. Some humans, rogues and investigators having a bit more. Just felt like the trap was a bit harsh, especially as a complex hazard that evidently had no HP or AC.
I think that is why the One For All feat is so popular for Swashbucklers that have a Charisma. Also, if you could prepare to Aid those of us who are grabbed for when we attempt to escape that might help one of us.
Stitch Steeltoe wrote:
That is how I read it.
A list of what has been played and who GMed it is in the Campain info tab. The last few games have been:
I do not have time to GM a game this month, you would need to wait until the start of July if I were to do it. Hilary just got a new writing gig, so she probably doesn’t have time. I would be willing to run 03-17 Dreams of a Dustbound Isle and 03-19 Mean Streets of Shadow Absalom. The Breaking the Storm arc is a bit long, as much fun as it is, I would rather not run that.
GM Tiger wrote: just out of curiosity -- has anyone run (or played) the Osirion Arc (Secluded Siege and Tomb Between Worlds)? IIRC the first one's quite straightforward but the other one's a bit complex... They're both 5-8 though... I had a lot of fun with Secluded Siege, but don’t think I’ve ever played Tomb between Worlds. The second is very complex and dangerous from what I gather. Hilary has run Tomb so she would know more about it,
I don’t know anything about it other than the blurb. The fall of Treerazer left a power vacuum in southern Kyonin. A young and arrogant dragon believes that they're the best one to fill this. They've had their minions assailing and robbing travelers, charging tolls and tribute, and otherwise disrupting the region's recovery in the wake of the demon lord's defeat. With their resources stretched thin recovering the rest of the region and cleansing more significant demonic remnants, the elves of Kyonin have asked the Pathfinders, newly granted a lodge in Greengold, to deal with the upstart dragon. It's up to you to to take on the dragon. And even a young dragon is not a threat to be underestimated. Written by Tineke Bolleman Tineke is generally a good author. I have not read the scenario. My reason for being interested in it is Vardarel is a Kyonin Emissary from Iadara, the capital of Kyonin. I wasn’t even aware that Treerazer had been defeated.
I guess it depends on how you read it. Disable DC 17 Performance (trained) to overpower the frightening cries with a greater sound or DC 15 Occultism or Religion (trained) to ritually disrupt the haunting. I read it as both Occultism and Religion needing to be trained, but now that you mention it an equally valid reading may be only Religion needs to be trained and Occultism can be used Untrained. Depends on how you interpret the trained requirement. The only Untrained action for Occultism is Recall Knowledge. Not sure just recalling knowledge is good enough to know how to disrupt the haunting, but since it avoids a group potentially not having a way to deal with the Haunt I will take that interpretation. Thanks for the response!
Has anyone had to handle a case where no one in the group had the skills to disable the Talhinder’s Grief haunt? Seems like it could easily happen, especially considering how random Society parties tend to be. Since the haunts have no hit points or AC it isn’t like swinging a sword will deal with it. The hazard requires Trained in all of the skills useful for disabling it.
Need to go through this scenario again to see if there is anything else I missed. In reporting conditions it says Quote: If Voss died, check box B. If Aruk died, check box C. If Kiha died, check box D. I don’t see anything in the scenario where any of these people would die. There is always the possibility of being included in an AoE or something else, but I don’t see anything that should be a direct threat to any of them other than Aruk. Since there is the possibility of Aruk participating in the attack, I could see them dying. Did I miss something?
Khellek the historian wrote: FJC question: Does that special devil armour count as a unique magic item? Or maybe our talkative head? Or, is there a chance to try and talk with our head and recruit him to the Dark Archive? Gellius Thrune Is a soul without a body and although Dark Archive people are going to see them, I don’t think Gellius is going to like the experience. None of the devils would be recruitable either. This isn’t a good adventure for recruiting. Most of the people you met were dead and consigned to hell. I need to look over the chronicle and figure out the best way to handle them. I would like to just automatically mail them from RPGChronicles but this one feels like one that I should customize to the person because of boons. Glad that everyone was happy to get a high level scenario. Although this one was good for filling in some of the background on Zarta, I think there were things I could have done to make it move smoother. The store upgrade certainly didn’t help. I will post here once I’ve figured out how I want to handle the chronicles.
Leventi seems satisfied and says he will let Rowane know. He also says “You still have time on the writ if you want to stay.” Zarta says “A good guest knows it is best to leave before the invitation expires.” With Gellius secured and Leventi dealt with, the group and Zarta make their way back to the hellmouth and travel back to Skyreach. There, Zarta consults with Gellius's trapped soul before using the melancholic talisman to permanently shut down the portal. The talisman briefly flares as Zarta closes the hellmouth. The infernal scents fade slowly as Gellius Thrune's bound soul bobs approvingly. “Closed as promised, Lady Davian.” Zarta winces slightly. “Of course, I cannot promise perfect control in this state…” The disembodied head nods within its glass prison. “But before we quibble over terms, let me speak plainly, for I see in you the same need that has consumed me for centuries: revenge against House Thrune.” Gellius offers Zarta aid leveraging her Davian lineage to strike at Thrune, using his knowledge of the foundations of the house and its secrets to weaken and wound them. Zarta twirls the point of a blade on Gellius' infernal contract as she contemplates his offer. “I admit I've yearned for this: a chance to slide the knife in, slow and deep, and see those who betrayed me twist on it. Not only did Thrune betray me, but I've known for only a few years that they were also responsible for the deaths and erasure of my ancestors, House Davian. However, as I look at you, my treasures, the choice is less clear. I have made a home here, with those who risked their souls to rescue me. Undermining Thrune and restoring Davian would mean leaving this behind, resigning my position, so that Thrune's reprisals would not target the Society.” She smiles. “So please, tell me how you can't bear to be without me or how my absence would only stoke your ardor.” Zarta sincerely looks to your group for advice in this momentous decision. If she pursues revenge and the resurgence of House Davian, she would leave the Pathfinder Society. If she chooses to remain with the Pathfinder Society, she would likely continue her work with the Dark Archive while making peace with her past. It is a reporting condition. Overall the society chose for her to stay with the Dark Archives.
With two having left, I’m going to assume the rest of you follow. You manage to get out with minimal issue. The golem does take a parting attack, but does not pursue. You then spend a few minutes healing up. Zarta uses a couple of her spells to help with that. After about ten minutes have passed, she says “I think it should be fine now.” You go back in and the golem is just standing in the same place it was before. It doesn’t move. Looking at the contracts on the wall, the contracts bear the signatures of prominent Inner Sea families and represent potential blackmail material. It takes a bit of time, but you would be able to recover them if you wanted. Leventi carries an angelskin handy haversack that contains eight legal texts written in a variety of languages (including several completely unknown to Golarion), a handful of semiprecious gems , and several wrapped parcels protecting the pieces of a suit of infernal armor. Infernal armor:
Acts as Demon Armor but resembles a cornugon and inflicts poison with its claw attacks rather than contagion).
It is on the chronicle sheet. Zarta goes over and grabs the jar. Gellius recognizes Zarta's Davian ancestry and reminiscences about a brief fling with Rufino Davian. He asks for his freedom, but Zarta pockets the jar and contract, saying, “All in due time.” With Gellius secured and Leventi dealt with, you make your way out. At the entry way, Vetrivides and the two bones devils wait. Vetrivides asks if it is done and what happened.
True to his word, Grog does kill Leventi. Zarta shouts out “If we leave and wait a few minutes, the golem will probably stop.” She waits to see if people agree to retreat. Looking to Numair, she also says “If we go, help me with Two Blades.” I’m willing to call combat complete if you want to retreat and wait.
Leventi is hit by more magical force. After the two volleys he is badly injured. Round 4: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 160 damage
Since Leventi has Khellek bound by his contract and his other attacks do not have reach, Korvan gets to them without getting attacked and hits. He does not do full damage, but does hurt the devil. Round 4: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 125 damage
Two Blades fights against the spell but is still stuck there bleeding. Doodle is glad she used her arcane strike as about half the damage doesn’t get through to Leventi. Hopefully I placed you where you wanted to be. Glad the reroll worked. Zarta continues her inspire courage and shoots Leventi with her light crossbow. It does full damage. Leventi says “Guess I need to take care of your healer first.” as he steps to the side and attacks Khellek.
Having captured the scholar, he then impales them.
Round 4: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 103 damage
Khellek realizes this is a rather unusual construct. It is a fiend-infused stone golem. It is immune to fire and most magic. It resists damage from weapons unless they are adamantine and good. They also have all the normal Construct Traits that one would expect. The golem’s body radiates the soul-scorching heat of the evil Outer Planes, dealing damage with its touch. Half of this damage is fire damage, but the other half results directly from unholy power and is not reduced by resistance to fire-based attacks. Creatures attacking a fiend-infused golem with unarmed strikes or natural weapons take this same hellfire damage each time one of their attacks hits. In addition, the longer the golem is in combat the more likely it is to lose control. If it goes berserk, there is an explosion of hellfire and then it loses the fiend-infused template and attacks the nearest creature. Finally it is also able to slow opponents in a ten foot burst around the golem as a free action every other round. There is a Will save to resist this. Immunity to Magic: Immunity to Magic (Ex) A fiend-infused stone golem is immune to any spells or spell-like abilities that allow spell resistance. In addition, certain spells and effects function differently against the creature, as noted below.
* A transmute rock to mud spell slows a fiend-infused stone golem (as per the slow spell) for 2d6 rounds, with no saving throw, while transmute mud to rock restores all of its lost hit points. * A stone to flesh spell does not actually change the golem's structure but negates its damage reduction and immunity to magic for 1 full round. * A banishment or dismissal spell quells the animating fiend temporarily, negating the golem's hellfire touch ability for 1 round with no saving throw. The spell also increases the chance of the golem's berserk liberation by 20% in subsequent rounds of combat.
Khellek the historian wrote: What sort of action would it take to cover up the symbol? Are there curtains or similar things around that I could use? Did an edit of above post to answer this, then the boards gave me the backtracked too far message. :( Leventi originally revealed the symbol by using a move action to reveal it. I see no reason you couldn’t have a fight between the groups over is it revealed or not. You would need to be against the back wall to do this. Probably not your best obtion since Leventi could just destroy the curtain instead of moving it. Anything that prevents people from seeing it would prevent the penalty. Obscuring Mist and similar spells for those more than 5’ from it, any wall spell you can’t see through, Darkness for those who do not have darkvision, anything else that would block line of sight.
Time rewinds.
Grog half orc wrote:
With the help of all the magics, Grog is able to escape the grasp of Leventi’s contracts. You have a move action left, if there is something you want to use it for. Note that you have already seen the contracts have Reach.Time snaps back to where it was. Khellek heals Grog a little bit.
Round 3: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 85 damage
Khellek and Grog have a move action if they want it.
One of the two statues starts breaking apart. You can see some sort of construct breaking out of the statue. You think it will take it a full round to break itself free but you can target it now.
Round 3: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 85 damage
Doing a tiny bit of research,
Core Rule Book, pg 199 wrote:
I am not an expert at Combat Manuevers. I could be missing rules. I believe the above means that all the spells that Khellek mentions would apply to the CMB. I believe that the penalties from Symbol of Pain would also apply. It looks to me like the Grease was included, but not the Symbol of Pain, in Grog’s roll. I don’t usually do this, but in the interests of speeding this up I’m going to tell you that Leventi’s CMD is 38. High tier has big numbers. I’m going to go forward with the action, but would appreciate if someone could do all the math to determine if Grog was successful. I think the Symbol of Pain penalty prevents it but would be happy if I’m wrong. I would like someone to double check the math and figure this out before Leventi acts again. Yes, I’m a softy who likes it when the heroes win. My understanding is also that if you could hide or dispel the symbol of pain, you would no longer take those huge penalties. Zarta does not have Dispel Magic unfortunately. Now to go post in gameplay so we can move a little forward.
Korvan heals himself, which prevents further bleeding. Unfortunately he does take 1d6 ⇒ 5 bleeding damage just as he is doing that.
Will wait a little bit to see if someone can check the math on Grog’s escape attempt. Round 3: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 85 damage
As I said, going to wait a little bit to see if someone can double-check the math on Grog’s escape attempt.
Khellek the historian wrote:
I have not had a chance to check the math, but if Khellek is correct +6 is enough to make the difference and give you a success. It would be worth checking the details to figure it out if someone has time. I would be more than happy to rewind and give Grog the success. Probably best to do the rules analysis in Discussion where Khellek posted their analysis.
Numair hits with two more volleys of force. Grog again finds himself unable to escape.
Round 3: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 85 damage
The first two arrows miss. The third arrow is knocked off course by the contracts along the back wall. Yellow area Korvan continues to bleed, taking 1d6 ⇒ 4 damage. Leventi manages to keep hold on Grog with the contract and impales him again.
He says something and one of the statues starts wobbling.
Infernal:
”Golem, defend me now.” He then gores Grog twice.
Round 3: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 47 damage
Two Blades bleeds as he tries to break the spell freezing him in place. Numair greeses Grog’s armor and then sends a flurry of force missiles at Leventi.
Grog tries to escape Leventi’s binding contract but even with the helpful spell fails to get free. Zarta continues her performance and casts heroism on Korvan.
Round 2: Effects:
The areas marked in pink, yellow and orange are difficult terrain and inflict damage on any who enter or ending their turn their turn in the areas marked. Bolded may act. Leventi 47 damage
|