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Grand Lodge

I guess I was thinking that if a linked Flak Thrower does twice the damage from firing two weapons on a single gunnery check then one might combine the value of linked point defense weapons against a single incoming missile. If there's no value to such an arrangement, then un-linking them for two bites at the same apple would be better.

Grand Lodge

I like the idea of two Flak Guns on the starship's turret, each has a +8 to destroy a missile, but if they are linked is it two rolls at +8 or one roll at +16, or is there no benefit?

Grand Lodge

Johnico wrote:
APL is Average Party Level, right? If the players are all the same level, wouldn't the APL (and therefore ship tier) be the same regardless of whether there's 3 of them or 9 of them?

The level gap has crept in as some of my players are more consistent than others with respect to attendance.

So average-average party level is the way to go it seems.

Grand Lodge

If I'm reading this right, the Tier of the PC starship is equal to the APL of the party.
The thing is I have a variable number of PCs in my present campaign. Week to week
I can have between 3-9 characters on the board (PCs and their followers or companions or w/e).

I guess the sensible thing to do is have an average-average party level and some weeks the ship
will be stronger or weaker than it ought to be.

I like that idea more than having different versions of the same explorer-class ship week to week
and explanations for same. I suppose another idea is to have the players based on a massive carrier
that assigns them a ship week to week based on their BP.
That might be more fun to try out different ships or ship concepts.

Anyone come up with any ideas about this? Is it a going concern?

Grand Lodge

Jeff Morse wrote:
How are you going to get the eagles to do this though? They arnt equipped to do complicated things.

Well, they're celestial eagles, I speak celestial and carrying off prey isn't a foreign concept for an eagle, although working together to do it might be. We also usually have a druid in the party, maybe he can instruct them at my behest. Might be an easier sell to the GM if the target is small, like a gnome (a certain gnome high on Flayleaf comes to mind). I figure the hard part is all of them managing to effect a grapple on the target before being slain or the spell expiring. Still, 4d6 fall dmg per round of lift while the target is largely incapacitated is pretty good at level 4. If I'm right, with augment summons, the eagle gets a +1 CMB instead of -1 and three eagles assisting add +6.

It's a long shot, I have to be successful on the 1d3+1 summons roll (Superior Summons Feat) to even have a chance at pulling it off.

Grand Lodge

DesolateHarmony wrote:

Reduce person on yourself will make you size small, and enlarge person on the raven will also make it size small. That is not large enough to make it a mount for you. As to whether it can carry you at all, figure out its carrying capacity.

A raven starts with STR 2.
Enlarge Person gives a +2 bonus to STR.
A medium creature with STR 4 can carry 13 pounds or less as a light load.
A small creature can carry 3/4 of what a medium creature can as a light load. At STR 4, that is 9.75 pounds.

Reduce person will divide your weight by 8, and the weight of your equipment by 2. So, if you are a 160-pound medium creature, you will weigh 20 pounds and your equipment will probably weigh another 10-40 pounds. So, the answer to your first question is no, the raven won't be able to fly you to another location.

With Bull's Strength, the raven's STR will be 8, allowing it to carry 19.5 pounds, which still isn't enough.

According to the Bestiary, eagles have STR 10, and are size small. So they can carry 24.75 pounds as a light load. A Herd Animal, sheep is a medium creature, so I don't think the eagle will be able to carry it.

I have seen video of golden eagles pulling bighorn sheep off of mountains, but they aren't really carrying them off, just dragging them a short distance.

Ty for the formula. Given the above, my Wizard and his equipment would weigh a little over 30 pounds. I wasn't thinking about riding my raven so much as she just grabbing me by the shoulders or a special harness and taking off w/me. The suggestion that I use Ant Haul instead of bull's Strength would make it possible after I reduce myself and enlarge my familiar, as her adjusted carrying capacity exceeds 30 pounds.

Bestiary eagles have 10 STR, however, my wizard has the Augment Summons feat, granting +4 STR/Con. So 3/4's of 58 lbs is 43.5 lbs... So about 4 eagles could possibly grapple and lift-off with an enemy weighing no more than 174 lbs, likely a spell caster or someone not wearing heavy armor. Thus, the eagles would ascend 40 feet per round (half their 80 ft fly speed), that's 4d6 damage per round lifted into the air. As it stands my eagles last for 6 rounds, so lets say ideally one round of prep and 5 rounds of lift, so 20d6 damage from the fall.

Grand Lodge

andreww wrote:
If you want to do this I recommend also casting Ant Haul on your familiar. That will treble its carrying capacity and lasts 2 hours per level. Just hope it doesn't get dispelled or the results could be unfortunate.

Now there's an idea.

Grand Lodge

Ok, so first scenario I'm a level 4 human wizard and I have a raven familiar. I'm medium size, the raven is tiny. I can share spells w/my familiar. If I cast reduce person on myself and enlarge person on my familiar, is that sufficient for my familiar to be able to pick me up and fly me to another location? will I also need to cast Bull's Strength? Will that be sufficient ?

Second scenario, there's a medium sized opponent, given that RL eagles are known to be able to carry off sheep, how many eagles would it take to carry said opponent off the battlefield (or at least to a lethal drop distance)? Is that viable?

Grand Lodge

Radnor Acton wrote:

My first PFS character is about to finish his first adventure - PBP - and is a burly summoner with mounted feats who wishes to be a Knight - this alias if you are interested. Since the eidolon starts off medium he cannot ride it until 5th level when it can take the large evolution. I had hoped to use mount in the meantime to get an occasional use out of my mounted feats, but now realize that the rules for none combat trained mounts make this untenable and will change out the spell.

Can I purchase a heavy horse - I believe I can from searches here, and readings of the PFS PDF, but would like confirmation - can I do so when I already have a companion creature, and if so would it be poor table etiquette to do so? I will be playing PBP exclusively and am usually a prompt and active poster, so I hope taking up table time will be less of an issue than in normal play. To be clear I'd be perfectly happy with only very occasionally getting to use mounted combat, and am certainly not expecting it to be practical every adventure.

I was also wondering if there is any method to make leaving a horse outside dungeons, etc., more practical. I've heard of vanities and believe they are earned on chronicle sheets, and understand we are not supposed to know what is on which chronicle sheet, but a valet sure would be handy. Any suggestions appreciated.

I've played seven modules and GM'd one. You are allowed one combat animal and as many non-combat animals as does not hinder the adventure. If a scenario wants you to be on horseback, it generally puts you on horseback (The Wardstone Patrol). Having your own mount is only really necessary if it's a class feature, like for the cavalier. One of the regulars I play with has a Gnome Cavalier that rides a medium sized mount, so no problem fitting into a square, or tight spaces. Seeing as how your eidolon will always count as your combat animal, the horse is just to get you from A to B and most of the time it's unnecessary.

Grand Lodge

If the goal is to increase the AoE of Color Spray, I concede that Widen Spell is the appropriate feat to effect same. I think my argument for using the Reach Spell feat to displace the point of origin of the spell is valid.

Zhayne wrote:

If Color Spray were a close range spell, it's range would be printed in the same format as every other close range spell. Specifically:

Range close (25 ft. + 5 ft./2 levels)

Since that is not how its range is formatted, it is not a close range spell.

I disagree with that interpretation. The description of close range inherently includes spells with ranges expressed other than as quoted above based on their values falling within a particular range category. Color Spray is much like a three-legged dog, it won't meet the reasonable definition that all dogs have four legs, but it's still a dog. Color Spray is 15 feet, which one would reasonably qualify as within the limits of 'close range'.

Let's say Color Spray was expressed in such terms as you have described above. There would be problems, the area of effect would be too large for a level one spell that renders unconscious, blinds and stuns multiple creatures and because the point of origin of the spray is the Wizard's hand it would lead players to presume that the cone continues to expand as the range increases with every two wizard levels.

The definition of close range reads "The spell reaches as far as 25 feet away from you". 'As far as' is just as good as "no farther than". Color Spray would be described as close range because: it's longer range than touch and closer range than medium. Fifteen feet is certainly no farther than (25 ft. + 5 ft./2 levels).

If the point of origin of a touch spell (a wizard's hand) can be displaced with Reach Spell, then why not a spray? The area of effect is merely displaced and not expanded as per "Widen Spell". That is the point of the feat after all.

Grand Lodge

I thought Color Spray is considered close range because close range is defined in the PRD as...

"Close: The spell reaches as far as 25 feet away from you. The maximum range increases by 5 feet for every two full caster levels."

Clearly 15 feet is within the described limit of close, too short for medium and obviously a longer distance than 'touch' range. Color Spray isn't affected by the 5 foot increase per 2 levels, but I don't think that is necessarily a disqualifying factor.

While the Reach Spell paragraph states: Spells that do not have a range of touch, close, or medium do not benefit from this feat. To me I simply interpret this as 'there is no category beyond long range' that a long range spell could be increased to.

Given what the Widen Spell feat achieves (and the relative difference in spell level needed to prepare color spray as same), I'm inclined to believe that Reach would merely displace the starting point of the spray rather than increase its overall scope (if in fact Color Spray is a legal target).

Grand Lodge

Sorry if this has been answered, but I haven't found it searching within the site or through google.

The normal range of color spray is a fifteen foot cone. If modified by the Reach Spell metamagic feat to 'medium range' (100ft) does the cone start 100 ft away and spread until 115 feet or does the cone start with me and spread until it reaches 100ft?

Honestly, either one would have been fine had I not already snapped up "superior Summoning" as my 3rd level feat. I'm guessing now that I'm into tier 3-4, this would have been the sweet spot to use a range enhanced color spray to incapacitate foes.

Grand Lodge

One thing to bear in mind, ‘Magic Marts’ are only supposed to exist in cities with populations of 5000 or greater. So long as the party is out in the field or going from hamlet to village there isn’t really a justification for finding a scroll & potion shop with everything you happen to want and need ready for purchase. At best, there’s a low level cleric NPC in the church who can scribe scrolls or a druid in the woods that brews potions. Maybe there’s a single wizard in the ‘tri-hamlet area’ that’s willing to scribe something low level, for a premium... when/if he has time, if the PCs run some errands for him...

So periodically, perhaps the PCs or their agents can return to a capitol city or such to make purchases.

Grand Lodge

I too would have preferred a small dog familiar, a 17 pound Lakeland Terrier would have been ideal. I've got a Raven, but much like V, I often forget her existence entirely.

Grand Lodge

I'd like to attend as a player. I haven't attended a PFS event before. Apart from reading the rule book and creating a character, is there anything else I should do to prepare?

Grand Lodge

#241 Focus the spell's soiling effect at the tip of your pen and never carry ink again.

Grand Lodge

http://www.myth-weavers.com/generate_dungeon.php

Generates a map using 90 degree angle type rooms, squares and rectangles, no cave walls per se.

It might be just me, but the content generator is a bit borked, it seems to populate many of the low level dungeons I generated with a pair of Lawful Good Mountain Dwarves under the heading "Monsters".

There's nothing stopping you from swapping out their suggestions for yours, and while its tuned to 3.5, you can adjust the CR as commonly suggested.

Grand Lodge

Hi, new to Pathfinder, but raised on 2nd edition. Used to run a campaign something like 10 years ago with a large group of players. Recently had a surprise gaming session and it has inspired three others and myself to form a new D&D circle.

I would be DM'ing (or GM'ing) but if you are more interested in running a game, feel free to discuss it.

A bit about us, we're 30 somethings (closer to 30 than 40) and anglophone. We all speak French to varying degrees, however I'm not capable of running a game in French. I'm located close to Snowdon Metro, that's likely where we would be playing.

We're looking for 1-2 more players, late 20's through to late 30's would be a good fit. The campaign is a blend of sword and sorcery (early game) and High Fantasy Epic (endgame). Dragonlance would novels would be a good comparison, you've got this adventuring party with distinct personal goals and ambitions that get drawn into an epic conflict.

Anyway, if you're interested I can be reached on this thread, or if you prefer at pathfinderplayer@hotmai.ca

Grand Lodge

To OP,

It happens to all of us. I recently went on vacation to my buddy's cottage, he surprised us with a friend of his who GMs. I was rolling a Dwarf Cleric, he had me make concentration checks for every heal, in or out of combat, threatened or not. "All spells have a chance to fizzle", I'm like yeah, if someone actually hits me, or sticks a blade of grass in my ear while casting(thanks rogue). I've done some GM'ing of my own, there's a lot going on, lots to remember, and the GM isn't perfect.

As for that tightrope scenario, my expecation is 9/10 times the rogue is just going fall, resulting in injury or death. One heck of a reflex save to be sure. If both ends of the rope are secured (they must be for the rope to be tight), then the first act of the spell is going to be to untie one of the ends or to vibrate or shake the rope. If the rogue feels the rope moving, that might motivate him to gtfo of there fast.