Arcanaton

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Background:
We're playing through the Emerald Spire. There's a level in which the PCs find a giant metal box being worshiped by a clan of troglodytes. The box has 6 slot-shaped holes in it. The doors around the level are the same colored metal that the box is made of, indicating the "doors" belong in these slots. This metal box is semi-sentient and controls the door that grants access to the next level. One of the ways to get said door open is to lift the doors out of their hinges and place them in the slots, shutting down the box.

I have a celestial commander in my group. In our most recent game, he summoned about 6 earth elementals and had them go all around the level, working together to lift the doors up, place them in a slot, then go get another, while he convinced the trogs that they elementals were evil and acting of their own accord. He initially summoned them, spoke to them in celestial and told them to gather the doors, and spent the rest of his time essentially controlling 7 characters on his turn.

How do summoned creatures work? In this case, an earth elemental is intelligent enough to speak, but would the player have to dictate all of its actions, or can he just summon him, give him an overall objective, and let it go? It seems like there should be a limitation, like summons only being able to carry out very basic commands, or at least having the player walk them through each step. Otherwise, the player's turn is lasting much longer than everyone else's, as he now has multiple different characters to control, all with more or less free will.

How do you handle summons?

On a related note: this player is also looking to gain a follower soon, via Leadership. When this happens, does he control the cohort like a whole other character for himself?


I have an initial question, which led me to another.

Getting ready to head through Splinterden in the Emerald Spire and was looking at the synesthesia gas trap. It says the onset is 10 minutes. Onset means how long it will take to affect the player. Does this mean the PCs don't experience the effects of the gas until 10 minutes later? What's the point of that?

Which led me to: For those of you who have played it, how long would you say an average trip through a level of the Emerald Spire is? Because if the gas doesn't hit them for 10 minutes, then they won't feel the effects until they're almost done with the level.

The way we have been figuring (because this subject came up on the first level): a round = 6 seconds. 10 rounds = 1 minute. 60 rounds = 10 minutes. 600 rounds = an hour.

So as far as my PCs are concerned, it only takes 10-15 minutes to clear a level.

Now, thinking a little more realistically, I feel it would take longer than this. But going strictly by how time works in-game, they seem to be correct

Thoughts?


One of my players wants to be a synthesis summoner, but how does the size increase evolution work? If he takes the evolution that makes his eidolon Large, does he become large too?

On one hand, it seems that if he's "wearing" his eidolon, he would grow along with it. However, being a synthesist, it says your *eidolon* conforms to *you*. I mean, the thing basically becomes your armor, and you can't wear armor that's too big for you...

How would anyone else DM this?

(We're getting ready to do Emerald Spire, so being Large would be a pretty big inconvenience, hence why we need to know.)


First post!

Reason for the question: New to PF, longtime 3.5 player, bought Emerald Spire stuff and was curious what the stats (crime, economy, etc) meant for Fort Inevitable.

I downloaded the (awesome) PFRPG app on my iPad, which has a tab called Mastery and a subcategory simply called Settlements. This provides me with seemingly everything I'd need to make my own cities, but I was curious where it came from. I scanned through the many PDFs I have, and can't find it. It doesn't appear to be in the Gamemastery Guide or Ultimate Campaign, and I don't have a Cityscape for PF, if there is such a thing.

Thanks for the help!