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1 post. Organized Play character for Jakuri.



Lantern Lodge

Grenades:
Grenades are thrown weapons that detonate in an explosive radius when they reach the target. A grenade’s listing on Table 7–7: Grenades shows its explosion radius. Some grenades have additional effects, such as blinded or entangled, that apply only to creatures in the explosion radius that fail a Reflex save against the grenade. The DC of the save is equal to 10 + half the grenade’s item level + your Dexterity modifier. Any penalty you take to your attack roll also applies to this save DC.

bombard-grenade expert:
You increase the range increment of your thrown grenades by 5 × your Strength bonus. In addition, you’re able to salvage enough materials to create a grenade without paying for it. Creating a grenade takes 10 minutes. You can create any grenade whose item level is less than or equal to your soldier level, but this grenade is unstable and only you can use it effectively. If anyone else tries to use the grenade, it is a dud. You can have only one grenade created by this ability at one time (if you create a new grenade using this ability, the old grenade no longer works).

crafting (emphasis added):
Crafting items requires you to have access to tools and a workshop or similar space. Most starships have an appropriate area set aside, and such space can be rented at the same price as lodgings in major cities (with the size of the lodging being equivalent to the size of the workshop, which limits the size of items that can be constructed and how many people can work on a single item at one time). Creating an item normally has a base time of 4 hours. If your number of ranks in the appropriate skill to craft an item exceeds that item’s level by 5 or more, you can craft that item in half the base time. If your ranks exceed the item level by 10 or more, you can create the item in one quarter the base time. Objects larger than a Medium creature take twice as long to craft for each size category larger. To create an item, you must have UPBs with a total value equal to the price of the item to be created. At the GM’s discretion, you can scavenge similar items for parts, allowing 10% of the scavenged item’s value to count toward the UPBs needed. Even magic and hybrid items are created using UPBs, as the Mysticism skill is used to form the materials into runes and specific implements for rituals utilized in the creation of magic devices. Custom-built equipment has a few advantages over massproduced items. If you have a skill that allows you to repair an item you crafted, you can do so in half the normal time. When determining the hardness, Hit Points, and saving throws of an item you have crafted, treat its item level as if it were 2 higher. (For more about calculating these values, see Breaking Objects on page 409.)

A grenade's DC is 10 + half the grenade's item level + Dex mod. Crafted items are treated as being 2 item levels higher than the original. If this is true, then the DC of crafted grenades should be higher than purchased ones. Is this correct?

As a follow-up, does this mean that all grenade-expert-made grenades should also have their DC's similarly increased?

Scarab Sages

Information and Tactical

Discuss character choices/OOC stuff here.

Once characters are picked we can get started. I would like to start by Wednesday, March 15. THE IDES!

Scarab Sages

Information and Tactical

dot

Scarab Sages

Information and Tactical

New thread for discussion here. Old one's gameplay thread was busted.

Scarab Sages

Information and Tactical

A Pathfinder Society Scenario designed for levels 1–5.

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

Scarab Sages

Information and Tactical

A Pathfinder Society Scenario designed for levels 1–5.

When the flames of revolution swept through Galt, the Society lost much of what it held there: dozens of agents, several lodges, and the fellowship of countless contacts who foreswore the Society rather than become targets themselves. Although Venture-Captain Eliza Petulengro has reestablished a foothold in the country, she needs to rebuild her network of allies. One of the most important figures resides in Rosehaven, a small village due to celebrate its yearly festival of light and forgiveness. Petulengro hopes that an entourage of Pathfinders might participate in the festivities and endear itself to the Society’s former friend. Past evils have other plans, however, and unless the PCs can keep their wits about them, they might not just lose sight of the mission; they might lose their lives.

“Reaping What We Sow” is a spooky adventure, perfect for fans of Pathfinder Roleplaying Game: Horror Adventures while still suitable for more light-hearted games.

Scarab Sages

Information and Tactical

A Pathfinder Society Scenario designed for levels 1-2.

The Aspis Consortium pays well, but few can stand its underhanded tactics for long. One operative fed up with the Consortium's practices has contacted the Pathfinder Society with a tempting offer: assist her in leaving the organization, and she will supply the Society with years of insider intelligence about their longstanding rival. It's up to the PCs to navigate Diobel—a proud town run by cutthroat smugglers—earn the defector's trust, and deal a telling blow to their Aspis foes.

"The Consortium Compact" is an evergreen, replayable scenario designed to help introduce players to the Pathfinder Society, the Isle of Kortos, and one of the Society's longstanding rivals.

Written by Mike Kimmel.

Scarab Sages

Closed group for evergreen scenario, the consortium compact.

The Exchange

7 people marked this as a favorite.

And I finally set up shop.

Now all thems bozos, goons, mooks, jamokes, and jabronis can shut their yappers. I run a clean operation! So come on down to "Legitimate Business" and get your hands on some slightly used goods.

Scarab Sages

Information and Tactical

Discuss characters and non-gameplay things here.

Scarab Sages

Information and Tactical

Closed campaign--invite only.

A Pathfinder Society Scenario designed for level 1-2.

Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.

Written by Kyle Baird.

Scarab Sages

Discuss characters here.

Lantern Lodge

15 people marked this as FAQ candidate. 1 person marked this as a favorite.

I was at a PFS event a few months ago with a VC and based on the events of the scenario a discussion occurred on how the grapple condition works. The VC told me he'd look into the ruling but I haven't heard back from him so I figured I'd post here.

I'll be quoting from the PRD on rules. Let's start by looking at the grappled condition:

grappled condition wrote:
A grappled creature is restrained by a creature, trap, or effect. Grappled creatures cannot move and take a –4 penalty to Dexterity. A grappled creature takes a –2 penalty on all attack rolls and combat maneuver checks, except those made to grapple or escape a grapple. In addition, grappled creatures can take no action that requires two hands to perform. A grappled character who attempts to cast a spell or use a spell-like ability must make a concentration check (DC 10 + grappler's CMB + spell level), or lose the spell. Grappled creatures cannot make attacks of opportunity.

So you gain the grappled condition and all that applies. So what can you do in combat?

combat rules wrote:
If you are grappled, you can attempt to break the grapple as a standard action by making a combat maneuver check (DC equal to your opponent's CMD; this does not provoke an attack of opportunity) or Escape Artist check (with a DC equal to your opponent's CMD). If you succeed, you break the grapple and can act normally. Alternatively, if you succeed, you can become the grappler, grappling the other creature (meaning that the other creature cannot freely release the grapple without making a combat maneuver check, while you can). Instead of attempting to break or reverse the grapple, you can take any action that doesn't require two hands to perform, such as cast a spell or make an attack or full attack with a light or one-handed weapon against any creature within your reach, including the creature that is grappling you. See the grappled condition for additional details. If you are pinned, your actions are very limited. See the pinned condition in Conditions for additional details.

Here are the rules on flanking:

combat rules wrote:

When making a melee attack, you get a +2 flanking bonus if your opponent is threatened by another enemy character or creature on its opposite border or opposite corner.

When in doubt about whether two characters flank an opponent in the middle, trace an imaginary line between the two attackers' centers. If the line passes through opposite borders of the opponent's space (including corners of those borders), then the opponent is flanked.

Exception: If a flanker takes up more than 1 square, it gets the flanking bonus if any square it occupies counts for flanking. Only a creature or character that threatens the defender can help an attacker get a flanking bonus. Creatures with a reach of 0 feet can't flank an opponent.

So what's the whole deal with this "threatened" thing?

combat rules wrote:
You threaten all squares into which you can make a melee attack, even when it is not your turn

Consider the following: You are in combat with an enemy and are flanking with an ally. Let's call the formation ABC, where B is the enemy and A and C are flanking. A is using a light, one handed weapon. B is a target that can be flanked. B successfully grapples A. Do A and C still receive their flank bonuses on attack rolls against B?

The VC argued that because you cannot make attacks of opportunity you cannot threaten surrounding squares. I disagree. Here's why:

The rules specify that a grappled character may make attacks with a light or one handed weapon, even against the enemy grappling them. Given that a grappled character may still make attacks on their round, it follows that anything in reach of their weapon would be considered threatened.

Let's go back to our ABC hypothetical. A and C should still receive their flanking bonuses on B because both are threatening. The rules on flanking and threatening base themselves on positioning and the ability to make an attack, not whether an attack of opportunity is a possibility.

Is the VC incorrect? Sorry for the long post I just want to help my lodge's rogues and outflankers get the bonuses they deserve.

tl;dr Can you still flank with an ally if something is grappling you?

EDIT: changed title and switched to a FAQ request on suggestion of a VL.

Lantern Lodge

6 people marked this as a favorite.

My puppy kept jumping up onto my character sheets.

Result.

edit: fixed link