Thanks for the advice guys. I understand the argument from both sides, but to me it still seems kinda vague.
I think I'm going to rule it that if the Spell allows SR, the golem will still be immune to the effect of the spell, except as noted in the exceptions entry under 'Immunity to magic'. All non-SR applicable spells and effects do their normal thing AND apply the effects under the exceptions entry.
So if a Flesh golem it targeted with a Scorching Ray, and hits, the golem does not take any damage(Due to his immunity) but still however becomes slowed for 2d6 rounds.
If a character strikes a Flesh Golem with a frost weapon, the Golem takes the cold damage, (Since its a magical effect that doesn't allow SR) AND becomes slow. Since the attack is magical.
My player seemed content with that ruling. I think I'll stick with it until something gets wonky later on... And knowing him he's probably already thinking up ways to take advantage of it. :)
Edit: I apologize again for my lateness in my posts. I've been preoccupied recently. Skipping my turn or just running me into a monster if I'm late to post wouldn't bother me :)
It's different per swarm. Some are not affected by torchs at all.
Yeah, I'm not sure of the specifics, but depending on the size of the creature that makes up the swarm (Tiny, Diminutive etc) determines what they may be immune or susceptible to.
Know(Nature) 1d20 + 6 ⇒ (10) + 6 = 16
Filios, it's up to you. If s&&& hits the fan, just run back and we close the door. No more bats problem.
If Filios decides to stealth in, I'll cast Guidance on him before he leaves for a +1 bonus on one of his checks.
I hear ya - I am thinking of trying to stealth my way across.
Yeah, I don't have any AoE either, so I'm not too useful here. stealth to get in, then just run out and we close the door. I'm assuming these bats arn't raptor smart :p
Initiative 3, Round 1
AC 16 (18 w/ shield), touch 11 , flat-footed 15(17 w/Shield)
HP - 12 (2 Wounds)
Fort +3, Ref +1, Will +4
Taking advantage of Quartes' flank, Jareth drops his scimitar, and in one single arc, Jareth draws his Light Mace and brings it towards the Skeleton!
Free: Drop wep. Move; Draw MAce, and Standard; Attack
Attack Roll 1d20 + 4 + 2 ⇒ (16) + 4 + 2 = 221d6 + 4 ⇒ (6) + 4 = 10
These writings are straight from the lore of the God of Magic. Nethys is said to have gone quite mad, the splintering of his mind made one side of him wants to destroy everything in existence, while the other is set to save it.
I'd wager these two altars are meant to symbolize that.
[i] Jareth eyeing around the room notices the two corpses, keeping his shield and weapon at the ready, he slowly enters the room, keeping close to his allies and keeps on the lookout for anything suspicious.[/]
Perception While taking full advantage of his Darkvision :p ) 1d20 + 6 ⇒ (11) + 6 = 17
Jareth re-straps his shield to his left arm, and hoists his fist to his chest, allowing the shield to cover his neck down to his thighs. And draws his scimitar with a quick flourish with his right hand.
"We can deal with the spoils from these scum-suckers once were done here, I have no problem with that."
"Oh, and Filios, assuming you have no objections, may I?"
Jareth first goes and retrieves his shield and straps it to his back.
"These trogs don't seem to be very capable."
After speaking Jareth draws his Great Axe.
Jareth nods in agreement with Noran. And proceeds towards the left side of the North door. Once in place, Jareth looks over at Filios and raises an eybrow questioningly towards the North door.
Round 2, Initiative 16
AC 16 (18 w/ shield), touch 11 , flat-footed 15(17 w/Shield)
HP - 12
Fort +3, Ref +1, Will +4
His blood still pumping from his last attack, Jareth notices the gap inbetween his allies and instinctivly runs up to fill it. With his weapon raised high for another strike against the remaining Troglodyte.
Round 1, Initiative 16
AC 16 (18 w/ shield), touch 11 , flat-footed 15(17 w/Shield)
HP - 12
Fort +3, Ref +1, Will +4
Fort Save 1d20 + 3 ⇒ (17) + 3 = 20 Bah! g$~-d!*n trogs, shoulda known they'd hole up in a place like this!
Jareth uses a move action to remove his shield leaving it on the ground, then takes a 5-foot step and uses his standard action to attack the Trogloydyte with his scimitar(two-handed).
Jareth, you still with us? Haven't heard from you in awhile. :P
I know, I've been uncool recently :(
Also, Jareth will assist in the hauling once he reaches the top. He should be able to hoist up someone on his own.
Jareth, climbs up with the rest of the group, afterwards keeping his sword and shield at the ready. He keeps close to Quartes, should something spring into vision.
Perception1d20 + 6 ⇒ (16) + 6 = 22
So far nothing of any real note, can anyone make a guess as to who built this thing?
Any knowledges that can be rolled based on its architecture?
I'll wait to resolve the surprise round actions until Beckett has a chance to post. If you haven't made a Perception check while looking into the northern room (everyone but Noran and Jareth, I think), go ahead and do so... it's a DC 21 to make out where the spider is. Go ahead and move yourselves on the map (here) to where you want to be before combat... I put Jareth, Noran, and Filios to where it sounded like you moved. If you still have trouble editing it let me know. The new image doesn't have the letters/numbers since I didn't have that one at work. :P
Jareth keeps his shield high, and weapon drawn as he approaches the tower. Noticing that the southern door is blocked by debris, Jareth focuses on the northern door, and begins to cautiously approach it.
Perception 1d20 + 6 ⇒ (7) + 6 = 13
Okay everyone, here we are, we don't know what's within or how well these walls will hold up. Now keep your weapons at the ready and Let's get this s+%+ done.
Jareth then whispers to himself while placing the spine of his blade to his forehead, "Sarenrae, please guide me and bless your servant."
I'll take an action for Beckett tomorrow morning if we don't hear from him before then. As far as GMPCing goes in general, I'll wait 24 hours since your last post before taking an action. That sound OK?
Sounds good to me. It'll be good to keep things rolling at an even pace.
"I'm mostly just here to make sure there's nothing evil going to come out o' there and ravage the country side, and also just explore and report on it like any good pathfinder."
Jareth gives a curious expression to Noran.
A hunter of evil, eh? Good to hear. But, you don't seem to be aptly equipped... Jareth taps the armor on his chest. Only warriors I've heard that fight half naked are monks. And I've never heard of 'em using bows such as that.
Beckett of the Bleeding Rose wrote:
"Jus' friends here and there. People I helped out in the past, or vice versa, a few ladies I take a fancy to, some friends. It's not what you know, but who you know that can help you find what you need."
Such words are true enough, Jareth smirks as he drifts off to past memories while squeezing his fist to crack his knuckles. Careful of those ladies mind you. They can take more than they give, if you get my meaning. Jareth chuckles...
Jareth stands tall at 6'1, his broad shoulders combined with his wide Jaw and buzz- cut hair leave an imposing figure. When he speaks, his even voice and kind eyes makes Jareth not to appear the half-monster he looks like.
...contacts, eh? Jareth takes a mental note.
Jareth smiles back curteously "Spookiness or treasure... I only hope there is something worth doing over there.'
So I attatched Jareths character sheet to my Profile here. It is hand made, but I don't beleive there to be any errors. (I rounded up some costs of items to get to the next gold piece.)
Filios - The fast-talker trait isn't on the list of legal resources (found here). Everything else looks good though.
Mavacas/Jareth - Since we're running this as a Pathfinder Society game, go ahead and join that on your account page and make a character that way. You'll get a PFS number which I'll use when reporting the event.
My Pathfinder Society Number for Jareth is 44475-1