Jor Leland's page

No posts. Organized Play character for Exton Land.




Pathfinder PF Special Edition, Starfinder Society Subscriber

Numerous class feats give you more than one reaction that is limited in some way (see Combat Reflexes). Yet there is explicit language on pg 472 of the Crb that says "Once your first turn begins, you gain your actions and reaction. You can use 1 reaction per round. You can use a reaction on anyone’s turn (including your own), but only when its trigger occurs. If you don’t use your reaction, you lose it at the start of your next turn, though you typically then gain a reaction at the start of that turn."

Does combat reflexes lack enabling language to actually use the reaction you gain? What's even the point of that throw away sentence? How could I spend more actions than I have?

And while we're on the topic, it seems that attacks of opportunity are triggered when you leave a threatened square using a move action. Yet language on pg 474 limits this to 1 reaction per move action explicitly overriding the plain text of the AoO trigger. With this guidance how are we to treat a two action activity that moves thru two threatened squares? If you had them could you take two AoOs or other reactions during that movement? Just one if they could have moved thru only provoking once if they had just used Stride? How does this make sense if a creature has to end its movement from a first Stride and then strides again? Should they strategically end a Stride outside of the threatened range and then Stride again to only provoke once?


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Pathfinder PF Special Edition, Starfinder Society Subscriber

Some of the spells in 2e allow you to attempt a counteract check but have durations greater than a single round. Some examples include: True Seeing, Nondetection, and Aqueous Orb. The CRB is broadly silent about how these spells are meant to function after their initial counteract check.

Interestingly some spells do specify what happens after a failed initial check (Aqueous Orb for instance). There it'll say that after a failed check the spell/effect cannot try to counteract again. But that makes it an interesting problem. Many times in the CRB for 2e it's significant when there is a specifically called out example of something not being possible in one instance, but in others it is silent and often presumed to be permissive.

Here we are left to wonder. Is there a general rule that the limitations of Aqueous Orb and the like are circumscribing such that True Seeing attempts to counteract an illusion/transmutation every round so long as you are within 60 feet of the effect and the spell's duration has yet to expire. Or is the specific callout of Aqeous Orb restating what was already true and you attempt the counteract only once per effect? How would this interact with Constant True Seeing and the like. Maybe I'm missing something in the rules, but this looks like it needs an FAQ.


Pathfinder PF Special Edition, Starfinder Society Subscriber

Using Firefox and Chrome (latest versions).

I can put items into my cart, I can get the button 1 (items), 2 (payment method) to go green. But when I push the big red button to Place Order the site won't process the order. It'll show a site processing spinning wheel briefly but the order never gets placed. The website changes and stops displaying the tabs (1,2,3) when you click the Place Order button the first time.

I've also deleted cookies and the website cache, but no dice, still fails to place the order.

Items were all digital products (Beginner box and Lost Omens: Pathfinder Society)


Pathfinder PF Special Edition, Starfinder Society Subscriber

A straight reading of the movement rules notes that you stop your current Stride/Climb/Fly/Burrow when you want to change movement types (crb 463). However, uneven and difficult terrain do not specify an end to your current Stride. It would seem that if you can clear the narrow or Uneven terrain in a single Stride you get to ignore the Balance check altogether. For instance if there is a 20ft long narrow ledge and you have 30ft of movement you can walk across the ledge and make it to the other side without ever balancing.

For uneven ground it says "Uneven ground is an area unsteady enough that you need to Balance (see Acrobatics) or risk falling prone and possibly injuring yourself, depending on the specifics of the uneven ground. You are flat-footed on uneven ground. Each time you are hit by an attack or fail a save on uneven ground, you must succeed at a Reflex save (with the same DC as the Acrobatics check to Balance) or fall prone." Narrow surface reads similarly. You'll note that it lacks enabling language to force a balance check when entering the terrain type. I could see a GM ruling that you either stop and have to make a balance check or you get a free balance check and finish your Stride. Seems a very ambiguous rules situation regardless.


Pathfinder PF Special Edition, Starfinder Society Subscriber

Best I've found so far is a Black pudding (level 7) will kill at level 14 Grikkitog who only deals damage the pudding is immune to. Now the Grikkitog can simply burrow way, and has an intelligence score to know it's losing, so instead why not the Giant Aukashungi, who can only do damage the jelly is immune to and is too stupid to run away.

So that's my favorite so far. What all can you come up with?


Pathfinder PF Special Edition, Starfinder Society Subscriber

The wording is a little unclear "The DC is usually the DC of the effect that caused the bleed". For attacks that add the bleeding condition (critical specialization from Knives, Wounding Weapons, attacks that deal bleed damage), what exactly is the DC to apply? 10+attack modifier including strength/dex bonus, class DC? The DC of a critical wound from a Knife would be the targets AC+10, since that was the effect needed to make them bleed. Which seems wrong. For a wounding weapon, is it based on the Wounding rune's level?

This one seems like a little bit of a mess.


Pathfinder PF Special Edition, Starfinder Society Subscriber

With too much gold burning a pocket in a character I've decided to look at random one use items.

Lo and behold, the Feather Token - Chest. At first blush it seems like a one use 10 Bulk limit bag of holding. But, unlike a bag of holding it doesn't have text saying that things placed in the chest don't affect its overall bulk. Which is weird, but okay. So I can store things in this chest, but it'll weigh an awful lot.

Even stranger, the chest turns into a key "taking its contents with it", so now you have a 10 bulk key floating around. Someone should drop it on a big bads head and see what happens.

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Pathfinder PF Special Edition, Starfinder Society Subscriber

So this question comes down to interpreting the Off-Hours study boon for Grand Archive, and how it interacts with the verbiage concerning languages in the CRB, World Guide, and the PFS2 Character Options.

Has anyone been able to pin down what a "common" language is from the boon, reproduced below?

Off Hours Study wrote:
You spend your free time studying learning new trivia or practicing unfamiliar languages. When you acquire this boon, choose a common language you don’t know or a Lore skill in which you are untrained.

Pg 65 in CRB has Table 2-1 and 2-2 which delineates language which are common and then has the wording "[Regional Languages] are uncommon". Going to the CRB page 432, languages [u]outside[/u] of their region are "uncommon" suggesting they're common in the region, for PFS does this alter its status or is it still uncommon? At any rate you gain access to all the languages in your home region, hence characters being able to speak their local tongue. Really this is only a sticky wicket because the Off Hours Study boon specifies "common" languages instead of "languages to which you have access" which is the default language about Home Region specific things (see Aldori swords, Jadwiga witches etc.) Seems like you're limited to CRB Table 2-1 in that regard, but the boon seems to make it impossible to learn regional languages which is quite sad. It's also one of the few (only?) boons which doesn't specify "access" for the character options and explicitly limits things to Common availability. Mostly looking at the Linguist archetype made me go down this little rabbit hole, wondering how to learn all the languages (see below).

If (big if) your Home Region makes languages in that region common, or if the boon gets changed to "access" there are two things that pop out. 1) From a languages perspective, you should choose Absalom and Starstone Isle. Because "All" languages are are common there. That's right, all of them. Learn literally any language. 2) Some non-regional uncommon languages appear in other regions, Abyssal in the Broken Lands, Necril in Eye of Dread and Impossible Lands, Azlanti and Infernal in the High Seas, Shadowtongue in Old Cheliax (funnily no Infernal).

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Pathfinder PF Special Edition, Starfinder Society Subscriber

/Running notes/
1) The recall knowledge check that starts B which may have them note that the crystals shouldn't be harvested is a secret check. It drastically changes the player behavior if they know their check result. With that said, it's a bit of a doozy to have fame and rep hinging on potentially a single check. Not sure I like the design of this.

2) It appears to be impossible to free the wizard trapped as a stone statue by the rules. Players may have access to a Greater Remove Paralysis consumable via 1-01, however this is a level 12 item and would require players to be level 10 to purchase off the chronicle. (AKA not possible within the level range). The spell to remove the effective flesh to stone is also similarly out of reach of the tiers this scenario runs in. Yet it's a reporting condition, so I guess none of us are going to be seeing this wizard anytime soon.

3) When first entering part C Arcana of Ahkenefti, make sure you explain to your players they've gotten turned into runes, it's not in the greentext and can be easy to miss.

4) The Djinn, Janni are seemingly written as being around/present by the portals themselves. When I ran this, the PCs totally tried to talk to them. I'd have a plan for how you want to handle that as it's not called out how they'd act by my reading of the scenario. They could provide some background about how they're from Nethys' realm, which would be fun to RP.

5) Rift of Radiant Chaos, can have multiple creatures who are capable of creating a mist, yet a single mist will cover most of the center. The tactics seem to indicate they cast both blur and obsucring mist, for two rounds worth of actions. Which seems pretty steep. A party with even two people with assurance medicine can nearly finish all the bridge before an actual combat occurs. May be better to split the difference and have a single obscuring mist for the center island.

6) Part G with the Witchwyrds, these poor trapped souls. A party who wants to parlay will be hard pressed to understand why they're being attacked. I'd assume Eliza has her wayfinder visible as in the art, and call the party out for that. Very confused party members all around if there's no combat banter here to explain their feelings of betrayl by "Rainfickle"

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Pathfinder PF Special Edition, Starfinder Society Subscriber

This one runs quick. 3.5 hours with a 5 minute break. This included a good 20-30 minutes of roleplaying the trek to the training grounds. I suggest that you could drag out the skill checks by RP'ing during the Joint Training Excercises to give it some more meat, and again on the skill checks leading up to B5.

We played in the highest possible adjustment for 5-6, and things ran smoothly. There's a typo on page for referencing where the Traveling with the Iolite Squad text is (says it's on page 4 when you're reading page 4, it's in fact on page 5). There's a further errors in both Web Lurker (Ettercap) stat blocks, the Web attack has the "Effect: Web trap". This was left out for some reason. My advice on running the combat with the Wargs is to have some way to know if they've used their Avenging bite ability. A lot of their damage triggers off that reaction, and you'll want to track it. With the Giant Tarantula's don't forget they have a climb speed, so even though it's cramped, they can get up on the walls to do their attacks and spray. That's about my only criticism really. The spaces got really cramped with all the Large spiders piled onto each-other until I just had them cling to the walls.

The skill-checks in the Joint Training exercises will snow ball a little bit, but it's not overly rough. For the floating skill decreases you might ask the party during training where they wish to apply them if it's not immediately obvious to just balance things out so the DCs are all roughly equivalent in part B.

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Pathfinder PF Special Edition, Starfinder Society Subscriber

Points of Clarifications:

Part B - Escape from Bhopan. Where does the Manifestation start in the chase? Gamemastery guide suggests one obstacle behind for the pursuer, but its starting position isn't explicitly stated, just that in round 1 the Avatar does nothing, which effectively does the same thing. This should be made clear.

Part C - To Challenge a Namesake.

Should we assume the cannons can shoot up, or even at something on the deck? Or are they only the ones below deck?

The Thorned Cocoon's Hypnotic Thrum appears to be a bit of a mess, I'll quote the text to discuss it in turn.

Thorned Cocoon wrote:
(enchantment, mental) The thorned cocoon relays Qxal’s telepathic coercions in either a 30-foot line or a 15-foot cone. Each creature in the emanation must attempt a DC 21 Will save. Once a creature succeeds at any save against Hypnotic Thrum, it becomes temporarily immune for 24 hours.

Is this immunity against that Cocoon or from the ability more generally? And to be nitpicky, immune to what? (I know it's probably the ability, but it doesn't specify)

Quote:
Failure The creature is fascinated. For as long as it is fascinated, it must spend each of its actions to move closer to the thorned cocoon as expediently as possible, while avoiding obvious dangers. If the creature is adjacent to the thorned cocoon, it stays still and doesn’t act.

It's an assumption on my part that this should read "Gains the fascinated condition" and is not descriptive of what occurs, given what is also said in the Crit Failure section (see below), but that appears to be muddled itself during writing/editing.

Quote:
Critical Failure As failure, but the condition doesn’t end automatically. The creature can attempt a new save at the end of each of its turns. On a success, the fascinated condition ends.

So wait, it ends automatically on a failure after 1 round? Did this get edited out somewhere?


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Pathfinder PF Special Edition, Starfinder Society Subscriber

When reporting Plaguestone for PF2 the reputation is brought down to 8 by some internal process, even though it should be 12 and was initially reported as such. Subsequently tried to update the session with the correct reputation of 12 and was again brought back to 8 upon save. This is for both GM and players.


Pathfinder PF Special Edition, Starfinder Society Subscriber

When reporting, the check box for the bonus faction "prestige" [presumably reputation] is listed as 1, but in the scenario it lists the correct amount as 2 (pg 16).


Pathfinder PF Special Edition, Starfinder Society Subscriber

Pg. 107 of 2E CRB "GLIMPSE OF REDEMPTION [reaction]
CHAMPION
Trigger An enemy damages your ally, and
both are within 15 feet of you.
Your foe hesitates under the weight of sin as
visions of redemption play in their mind’s eye. The
foe must choose one of the following options:
• The ally is unharmed by the triggering damage.
• The ally gains resistance to all damage against
the triggering damage equal to 2 + your level.
After the damaging effect is applied, the enemy
becomes enfeebled 2 until the end of its next turn."

How long does the resistance last for?

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Pathfinder PF Special Edition, Starfinder Society Subscriber

So, when looking at the GM resources at the end to get chronicles written, it looks as if the gold earned table is a tad off from the other scenarios.

For a level 1, Gold earned is 3.5 gp. This is compared to 1.4 gp for all three scenarios currently released 1-01,1-02, and 1-03. Other levels are similarly off by the same 2.5 factor. Did someone do some maths incorrectly and multiplied instead of divided?