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Shadow Lodge 4/5 *

Come join us in the Blue Ridge Mountains of North Carolina (Just outside of Asheville), for Seekerpalooza 3, on Memorial Day weekend, and reunite with some of your seeker characters that you haven't played in a while. We have 10+ tables / slot of only high level content.

Lodging is available at our retreat location, and we casually start games at 9AM, and close the gaming hall every night at 8PM, so that you can hang out with fellow pathfinder enthusiasts from the Southeast or explore the area.

Further details can be found on our website and our schedule is viewable on our warhorn. Let me know if you have any questions.

Shadow Lodge

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In 1e, Summon Monster / Summon Nature's Ally was a mess because the initial list was released when there wasn't much content to add to it. We got strange additions to the list as books came out. Could we just solve this from the beginning by writing the summoning rules saying that you can summon anything with a "Summonable" entry/tag in the bestiaries and other books? That entry could list what lists they are added to, and at what level (Summonable III, as a tag in the monster block for instance). It could also list if they require a specific class feat to do it. I imagine there will be class feats to extend the list. The entry could be then "Summonable: Expanding Summoning III"

This is much simpler than trying to maintain a coherent list via additional sourcebook updates and splatbook feats. It avoids the problem that exists in 1e that when you buy a player companion, and it has a feat in it to extend the list. Then no future bestiary or supplement will ever add to that feat's list of choices, even if the new monster would thematically be a fitting monster for the list.

Getting this correct and simplified from the beginning will make the system steamlined and probably sell more bestiaries later as people (particularly in PFS) get them to extend their lists.

Shadow Lodge 4/5 *

Hey all, this is a series of questions I have about EoT while prepping. I can’t think of ~anything~ more spoilery than this, so I’m going to post this in spoiler tags even though we are in the GM forum:

”Eyes of the Ten Questions, Part I”:

Question A) Vital Strike is a single attack, yet the skallywags attack sing their Manyshot and Rapid Shot feats to re two +1 flaming burst arrows and two regular arrows at the PCs. The flaming burst arrows also bene t from the scallies’ Vital Strike feat, meaning their damage dice are rolled twice on a successful hit.“ We know that’s not how it’s supposed to work, but instead with vital strike, you use a full round action for a single attack, so would you suggest running it as written in the scenario or as as in the rulebook? If you run Vital Strike as the scenario suggests, how do you suggest reconciling with any player that asks why the extra damage (We’ve got some pretty astute players around here) I’m planning on just skipping the vital strike feat, and raining down arrows or just firing a single arrow per round with vital strike per round, or if I can't hit on round one, just vital striking once with the flaming strike arrow, per scallywag.

”Eyes of the Ten Questions, Part I”:

Question B) Skelg the Ripper uses a vicious weapon, but it doesn’t damage him due to DR/-. It is unclear if the damage from Vicious bypasses DR or not, There is a thread where this is bantered back and forth, but no FAQ or developer input: ( http://paizo.com/threads/rzs2mzhs&page=2?Does-the-Vicious-Weapon-Enchan tments-damage ). How would you run this in EoT? I’m leaning toward following the scenario on this one as the core rules are ambiguous.

Question C) Chained allies of Kol Voss: The scenario states, “[monsters]... headed toward 3 large poles. Five men are chained to each pole by the wrists and they huddle together behind their meager prison” The map has 4 poles, are there 20 men or 15?

Question D) The Chained allies of Kol Voss are very susceptible to damage, and a campaign point rests on saving them [“The PCs rescue Kol Voss’s companions from the Crimson Forum (group award)”]. How many of the men have to survive for this success condition? There are quite a few area of effect things that could take out one or two of them, easily.

Question E) Chained allies of Kol Voss: Also, how long would you make their chains? The earthquake effect by the giant could engulf them if the chains are long enough to allow too much movement, but obviously they have enough movement to get to the far side of the poles.

Question F) Natalya has 2x uses of invisibility, and the stat-block claims that she “Natalya casts mage armor and invisibility on herself, and invisibility on her zombies.” but her stat block claims she just cast it only twice “invisibility (2, already cast)”. I’m tempted to just run as the scenario is intended, and just say she has 5 extra potions she used. They are rime zombie frost giant babies (medium sized young templated creepy things…), I can see her feeding them potions like baby bottles… ewe…


”Eyes of the Ten Questions, Part IV”:

The foyer (yeah, that room…). We’ve got players with animal companions and familiars. The important part of the text reads, “Within the foyer, all occupants appear as medium-sized silhouettes without distinctions of body shape, gender, voice, or even wielded equipment. The PCs cannot recognize each other (including by voice), and the only way to find one another is by head count.”

Question G) I’m thinking that familiars and animal companions would suddenly also take a medium sized silhouette, without distinctions. If a halfling or gnome is turned to a medium sized silhouette, you would imagine that a large sized animal companion would suddenly be medium, also. How would having a Large creature that appears to take a medium square up work mechanically?

Question H) How would any creature without a mental bond (familiars) be able to take commands. The trick, “exclusive” would probably not work as the animal companion can not identify its master. Guard also becomes unwieldy as the creature doesn’t know who to guard. Unless of course, Scent works in this room. That is unclear, but I’m guessing not do to the obvious intention of the room an the statement, “only way to find one another is by head count”. How would you run animal companions and familiars in this room?

Question I) Also, finally, what is the big reveal in EoT? The way it was run for us, and from our preparations, there are really not that many secrets (besides maybe that Adril has gone ShadowLodgey, the Decemvirate have a way to travel around Golarion (duh), are not all nice people and they spy on Pathfinders at the top of the tower. Are we missing something? Everyone else in forum posts seems to say that it’s golarion-shattering, but we all assumed most of that (except Adril) already. The one exception, and this isn't in the scenario itself, is that when it was run for us, they heavily hinted that the Decemvirate used the wayfinders as the sensors for the scrying, and that is one of the key reasons they want Pathfinder Agents to carry them. (Most of the scrying scenes were viewed from the position and angle of wayfinders worn on agents necks or belt-loops) Is there anything we are really missing?

Thanks for any help you may be able to provide. Question involving the foyer room and the arena above are the ones that most concern me. Most of the others are smaller rules related, and I'll muddle through and still make it epic for the players.

Shadow Lodge 4/5 *

Just prepping this for GenCon and noticed the potential for ability drain in A3, or bestow curse in A2.

In the beginning of act B, the PCs may be healed with lesser restoration, "lf anyone has suffered ability damage ...redacted... looks them over and uses a wand of lesser restoration to heal them". This will not do a thing to help the PCs as written. Of course, this is my first read through, may have missed a source of ability damage. Thoughts? Did I miss something? Or should A3 dish damage instead of drain? (Will not help w/ the curse either way)

Shadow Lodge

In a surprise round, if a character or NPC doesn't act (due to missing their perception check and being unaware), do effects that happen "on the beginning of your turn" still happen to that combatant during the round?

Examples would be if someone is poisoned, and that is still being resolved when the party is ambushed, you were swallowed whole earlier in the surprise round via "fast swallow", you have life link on from a friendly oracle, bleed damage is applied earlier in the surprise round or many other "on the beginning of your turn" actions.

This came up at a PFS lodge with quite a few GMs about, and we were surprised at the amount of disagreement and confusion on this particular issue. Some of the GMs felt that the surprise round still represents time passing and thus non-acting combatants would suffer/benefit from these kinds of buffs/penalties, while others indicated that they felt that, since combatants only get a move or standard action in the surprise round, that it isn't really a full round and thus "on the beginning of your turn" effects don't take place.

Thoughts?