Grant Strachan's page

Goblin Squad Member. * Pathfinder Society GM. 10 posts. No reviews. No lists. No wishlists. 10 Organized Play characters.




In Rusthenge the party has a kineticist and is about to meet the primordial envy for the first time. The ooze has 2 special abilities that I think should impact the kineticist:

Confiscate spell: Trigger A creature within 30 feet that the primordial envy can sense Casts a Spell
Effect: The primordial envy's surface shimmers with a kaleidoscope of color that shines out to illuminate the triggering creature. The primordial envy attempts to counter the spell, with a counteract modifier of +12. On a success, the spell is countered and the primordial envy gains 2d6 temporary Hit Points.

Could this be used against the Kineticists impulses with a DC of the Kineticist's class DC as they are a magical effect - my view is yes as its a magical effect and the creature is effectively absorbing magic to gain hitpoints.

The second ability is:
Spelldrain: The primordial envy attempts to drain magic from a spellcasting creature that it has Grabbed or Restrained. The spellcasting creature must attempt a DC 20 Will save.
Critical Success The creature is unaffected and is temporarily immune to Spell Drain for 24 hours.
Success The creature takes 1d6 mental damage.
Failure The creature takes 2d6 mental damage and becomes Stupefied 1 for 1 hour.
Critical Failure As failure, but one of the creature's uncast spells or unused spell slots is lost, as if they had cast it. The spell or slot lost is one of the highest-rank spells the creature can cast, determined randomly if multiple prepared spells are available. If a cantrip is drained, the spellcaster loses access to that cantrip for 10 minutes. The primordial envy becomes Quickened 1 for 1 round, and can use the extra action to Stride or Strike.

Again what are people's view on how this would affect the kineticist on a critical failure. - i.e. would it stop them using their impulses / Gate for 10 minutes?

Interested in people's views and any official ruling for this.

1/5 *

Hi,

I'm looking for some clarification on how emerald spire works if you are playing it as a series of Pathfinder society modules. Specifically the 'downtime' between each of the chronicle sheets. Hopefully the wider community can settle an ongoing discussion in our group.

We are currently running the spire as a series of modules using the same characters, and the PFS rules (i.e. chronicles sheets issued, limitations on gold, items etc).

Between the levels (i.e. between chronicle sheets) should the wandering monster / repopulation of the spire / limitations of good due to town size etc affect the players or should the start of each level be considered a 'separate' game and therefore characters are considered to have healed / spent money etc as part of their downtime between chronicles.

Thanks for your help in advance

Grant

1/5 *

As I couldn't find an appropriate sheet to track scenarios and equipment I have put one together myself. I thought I'd post a link to it here as it may prove useful for others.

The sheet allows you to track up to 15 different characters, providing a summary of their level / fame / prestige. It also lists what scenarios you have played overall and will automatically populate a copy of equipment tracking sheet required for the characters.

Links to it are:-

excel 2010 version

excel 2003 Version

Hopefully it will be of use to people but if anyone has any queries then please let me know. Thanks

Grant