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14 posts. Organized Play character for Lormyr.

Lantern Lodge

I spent some time looking through the FAQ and dev posts but couldn't even find the topic raised, so figured I'd bring it up here.

Ring of Revelation (Superior): Can this be used to grab a Final Revelation? For example, if you swapped it out for one of the alternative capstone abilities.

Lantern Lodge 3/5

I am curious why this was cut from availability in the latest AR update. Was it due to perceived power, or due to ongoing debate about whether it can be used with weapons or unarmed strikes only, or perhaps both?

Lantern Lodge

It is not a surprise to many of you who know me that I was/am rather disappointed to the somewhat recent changes made to the Crane Wing feat. What I would like to do is take a moment to examine a number of our "block" powers more closely, and evaluate their various mechanics. I intend to list each ability, followed by rating those game mechanics involved with it from one * to five *****. The scale is thus:

*- A terrible mechanic that greatly harms the ability to the point where it is either non-functional, or can only be used beneficially in the rarest of circumstances. This can also indicate an ability whose resource investment to acquire vs. effect is horrific.

**- While this mechanic functions, it is not neither bad nor good. Likely this mechanic either makes the circumstances needed to employ the ability somewhat uncommon, or it's effect is noticeably less reliable and impressive than other options requiring a similar level of investment. This can also indicate an ability whose resource investment to acquire vs. effect is average.

***- This is a good mechanic. Either the circumstances to employ it to one's benefit is very common, or the effective is a stronger than average one. This can also indicate an ability whose resource investment to acquire vs. effect is efficient.

****- You can almost never go wrong with this mechanic. There are very few circumstances in which it cannot be used, and it's overall effect is incredibly strong in the arena it was designed for. This can also indicate an ability whose resource investment to acquire vs. effect is excellent.

*****- This mechanic is among the strongest of options available in the system for the arena it was designed for, and generally strong even outside of that. The circumstances in which it functions almost cannot be denied to you, and the effect is all but guaranteed mathematically to function against appropriate level opponents. This can also indicate an ability whose resource investment to acquire is next to non-existent.

Feat: Crane Wing:
Prerequisites: Crane Style, Dodge, Improved Unarmed Strike, base attack bonus +5 or monk level 5th.

Benefit: Once per round, when fighting defensively with at least one hand free, you can designate one melee attack being made against you before the roll is made. You receive a +4 dodge bonus to AC against that attack. If you using the total defense action instead, you can deflect one melee attack that would normally hit you. An attack so deflected deals no damage and has no other effect (instead treat it as a miss). You do not expend an action when using this feat, but you must be aware of the attack and not flat-footed.

- 3 feat pre-reqs; **
- requires no action to use; *****
- conditions to use ability include having at least one empty hand, not being flat-footed, and being aware of the incoming attack; **
- effect 1: +4 dodge bonus to AC against one attack; **
- effect 2: auto deflect one attack if using total defense; **

Feat: Deflect Arrows:
Prerequisites: Dex 13, Improved Unarmed Strike.

Benefit: You must have at least one hand free (holding nothing) to use this feat. Once per round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

- 13 in an attribute, 1 feat pre-reqs; ***
- requires no action to use; *****
- conditions to use ability include having at least one empty hand, not being flat-footed, and being aware of the incoming attack; **
- effect; **** (only not a 5 due to not working on natural attacks and massive weapons)

Feat: Divine Interference:
Prerequisites: Divine spellcaster, caster level 10th.

Benefit: As an immediate action, when an enemy within 30 feet hits an ally with an attack, you can sacrifice a prepared divine spell or (if you are a spontaneous caster) an unused spell slot and make the enemy re-roll the attack roll. The second attack roll takes a penalty equal to the level of the spell you sacrifice. You must sacrifice a spell of 1st-level or higher to use this ability. Whether or not the second attack is successful, you cannot use this effect on the same creature again for 1 day.

- divine spellcaster level 10 pre-reqs; ** (access issues keep this from being higher)
- immediate action to use; ***
- conditions to use ability include enemy being within 30 feet and sacrificing a spell slot; ***
- effect; *** (re-roll with a flat penalty is always good, and it can also be used on allies)

Class Feature: Parry, Duelist 2:
At 2nd level, a duelist learns to parry the attacks of other creatures, causing them to miss. Whenever the duelist takes a full attack action with a light or one-handed piercing weapon, she can elect not to take one of her attacks. At any time before her next turn, she can attempt to parry an attack against her or an adjacent ally as an immediate action. To parry the attack, the duelist makes an attack roll, using the same bonuses as the attack she chose to forego during her previous action. If her attack roll is greater than the roll of the attacking creature, the attack automatically misses. For each size category that the attacking creature is larger than the duelist, the duelist takes a –4 penalty on her attack roll. The duelist also takes a –4 penalty when attempting to parry an attack made against an adjacent ally. The duelist must declare the use of this ability after the attack is announced, but before the roll is made.

- 2 levels of prestige class pre-reqs; *** (if you want this ability, even dipping, it's a pretty simple affair)
- immediate action to use; ***
- conditions to use ability include taking full attack action and sacrificing one of your attacks; **
- effect; **** (an opposed attack roll is a favorable comparison for most builds who would want this, and it auto deflects)

Class Feature: Opportune Riposte and Parry, Swashbuckler 1; or Feat: Amateur Swashbuckler:
At 1st level, when an opponent makes a melee attack against the swashbuckler, she can spend 1 panache point and expend a use of an attack of opportunity to attempt to parry that attack. The swashbuckler makes an attack roll as if she were making an attack of opportunity; for each size category the attacking creature is larger than the swashbuckler, the swashbuckler takes a –2 penalty on this roll. If her
result is greater than the attacking creature’s result, the creature’s attack automatically misses. The swashbuckler must declare the use of this ability after the creature’s attack is announced, but before its attack roll is made. Upon performing a successful parry and if she has at least 1 panache point, the swashbuckler can as an immediate action make an attack against the creature whose attack she parried, provided that creature is within her reach.

- 1 class level or feat pre-reqs; ****
- attack of opportunity to use; ****
- conditions to use ability include spending 1 panache, not being flat-footed; **
- effect; **** (an opposed attack roll is a favorable comparison for most builds who would want this, and it auto deflects)

If one were to consider combing this with Combat Reflexes and Signature Deed, I would instead rate it as:

- 1 class level and 2 feats or 3 feat pre-reqs; **
- attack of opportunity to use; ****
- conditions to use ability nullified by feats (SD removes the panache cost, CR allows you take make AoO even while flat-footed; *****
- effect; ***** (deflecting upwards of 13 or so attacks per round with a +51 or so attack bonus by 20th level is pretty much as amazing as it gets for non-casters)

As you might see, a number of these abilities prior to Opportune Riposte and Parry have minor advantages and disadvantages in comparison to one another. OR&P by itself is quite strong compared to the others. Once combined with 2 additional feats? Forget about it, the other options are in the dust.

At least for myself, I am incredibly curious (as well as frustrated) why Crane Wing was seen as too strong and altered, when the OR&P chain so completely overshadows even the old Crane Wing mechanics. The only difference in the pre-reqs are need for 11th character level for the later combination to really take off. Even prior to that point, however, it remains comparably strong to old Crane Wing. Auto deflect > than opposed attack roll of course, but OR&P + CR negates just about all the problems in employment that old Crane Wing could have faced that would have caused it to fail to launch.

What do you think?

The Exchange

[OOC: This thread is intended to serve as an opportunity for role-play when away from the gaming table. Please feel free to participate or observe as you wish and/or as is appropriate for your PC.]

Many Pathfinders have gathered at Absalom's Grand Lodge within the Great Hall of Skyreach on the promise of hearing of a new and daring expedition from one of the Decemvirate's recently appointed Venture-Captains. Several dozen Pathfinders presently occupy the room, engaging in conversation with their peers or otherwise busying themselves with trinkets and study as they await their guest speaker. They are not made to wait long.

The fiendish figure that emerges upon the speaker's stage is clearly a tiefling. Though his body is nimble and wiry with corded muscle, he is quite ugly, near completely covered in tattoos, and adorned with scars. A moderate number of ioun stones rest embedded within the flesh of his hands, arms, and forehead. Upon taking the stage, he delays but a moment to sweep his gaze over the crowd before speaking.

"Brothers and sisters of The Pathfinder Society, thank you for coming today. I wish to once again give my thanks to Venture-Captain Valsin for allowing me the use of his fine lodge this day. With that, allow me to begin. My name is Venture-Captain Val Morik, and with the Decemvirate's hard won approval for the expedition, I have created a lodge within The Darklands which I have named The Deep Lodge."

The Venture-Captain pauses here to allow those gathered who might experience a degree of shock a moment to recover their senses.

"The Deep Lodge lies some three and a half thousand feet below Andoran's surface, on The Darklands level known as Sekamina. It is most easily reached via teleportation magic, but a skilled and determined spelunker could employ mundane means to journey there through Andoran's surface...if they knew where to begin such a journey."

"I have made great effort to forge a relationship with the nearby Svirfneblin of Sekamina, and their Lord General has allowed us to build The Deep Lodge within their territory near one of their hidden cities on that level."

"The purpose of this lodge will be simple to speak, but extremely difficult to carry out. I was born within the lightless depths of this place, and dwelt there for decades before coming to Avistan's surface. It is an incredibly dangerous place fraught with peril and the unknown. We have very little geographical knowledge of The Darklands, and even less knowledge of it's history, magics, and secrets. The Deep Lodge will serve as a local staging ground for expeditions who's purpose is to remedy our lack of intimate knowledge."

"My purpose in speaking to you here today is to rally seasoned Pathfinders who are able and willing to serve in these expeditions. Make no mistake - missions within the confines of the dark are to be considered extremely dangerous, and under no circumstances can we expose novice Pathfinders to such dangers. The Deep Lodge requires skilled arcanists to erect magical defenses for the lodge. Faithful clergy to fortify us against any malign influences that may encroach. Expert trackers and wilderness guides to lead expeditions through the dark without losing their bearing. Adept linguists and diplomats to assist the lodge in keeping it's relationship with the svirfneblin strong and negotiating our presence with other species we may encounter not immediately bent on our demise. Finally, hardy rough and tumble warriors capable of protecting our explorers from the inevitable conflicts they will face."

The confident tiefling pauses once again to allow that which he has spoken to be processed.

"At this time I will field what questions I can so that those among you who might be interested in joining The Deep Lodge are capable of making the most informed decision you can."

Lantern Lodge 3/5

Is there a comprehensive list somewhere which details which scenarios are intended for which factions? I saw the announcement blog which only went to 5-07, and the individual scenario descriptions do not appear to state which ones past 5-07 are for which faction.

Thanks for the heads up!

Lantern Lodge 3/5

I understand the restrictions upon learning racial spells themselves, but can we duplicate their effects with limited wish and wish if we are not of the appropriate race to employ the actual spell normally?

Lantern Lodge 3/5

My core group is going to be off and on partial hiatus for the foreseeable future, and myself and one of the other members are considering play options for those off weekends that will not impact our plans with our group.

What came to mind was a play through of Eyes of the Ten. I have ran this story arc, and he has played it - thus giving us an excellent opportunity to experience the other side together in play. If anyone in the general Columbus Ohio area would be interested in a play through, drop us a line here, and if there is enough interest we will see about setting up a table, location, and some dates.

Lantern Lodge

For those who may need a rules refresh, the rules for counterspelling can be found here: Counterspelling

I am going to highlight two important sentences that appear in those rules here:

1). To use a counterspell, you must select an opponent as the target of the counterspell.

2). To complete the action, you must then cast an appropriate spell.

For further reference, a note on using dispel magic to counterspell (taken from the spell's description):

"Counterspell: When dispel magic is used in this way, the spell targets a spellcaster and is cast as a counterspell. Unlike a true counterspell, however, dispel magic may not work; you must make a dispel check to counter the other spellcaster's spell."

So here comes the question. By my reading of this, it appears there are numerous effects that would counter a counterspell. Example:

Wizard A has spell turning in effect. He casts disintegrate at Wizard B. Wizard B uses his readied action to counterspell, but because he has to target Wizard A and cast his own disintegrate or targeted dispel magic to do so, spell turning counters the counterspell and reflects it back upon Wizard B (reflects the spell used, not the counterspell effect)?

Another example:

Wizard A has a ring of counterspells (storing magic missile). Wizard A then casts magic missile at Wizard B, who uses his readied action to counter it with his own magic missile. Because Wizard B must target Wizard A and cast magic missile to counterspell, the ring of counters will counter his casting of magic missile and fizzle the spell so that his attempt to counterspell likewise fizzles?

Do others share this same understanding as it is written?

Lantern Lodge 3/5

I think I have this down, I just want to confirm in the event I am mistaken somewhere. Here is the situation:

Our 16th level group has 2 lantern lodge characters who both want credit for the Way of the Kirin. Alas, we have no characters below 15th level at the moment. So in order for us to both get credit, this process should work if I am correct.

1). I run the scenario for the other 4 players, who all play 7th level pregens. Those players will hold that chronicle sheet until they get a PC to 7th level, then immediately apply it.

2). The other LL player runs the scenerio myself and the other 3, again all playing pre-gens. I will gain a chronicle sheet as a player to use as above, and though the other players will count as a legal table for our GM's credit, they will not gain another chronicle sheet.

That is all correct, yes?

Lantern Lodge 3/5

I have noticed that in some PFS legal adventure paths and modules, captured enemy spellbooks sometimes contain unspecified or random elements. Example:

Shattered Star Adventure Path, Beyond the Doomsday Door:
In area D5, when Zolerim is defeated his spellbook is easily located. It contains, and I quote, "all his prepared wizard spells plus 2d4 other spells from level 1st to 5th of your choice."

In cases such as this, what is the legal PFS response to determining what these unspecified spells are? We just ran this last night and my wizard is dying to know if these extras are salvageable in any capacity.

Lantern Lodge

1 person marked this as FAQ candidate.

I'm curious if there has been an official word, errata, clarification, ect. on how this item interacts with multiple sorcerer-bsed bloodlines. Strictly RAW, it appears as though the robe would increase all bloodlines and eldritch heritages by +4. Has this been corrected in any way, or any wording discovered in this combination that voids any portion of it?

Simple example: let's say we have a cross-blooded (abyssal and infernal) sorcerer 8. This sorcerer also happens to have eldritch heritage (celestial). When the robe is donned, would his effect levels not then be:

abyssal 12th
infernal 12th
celestial 10th

In the case of the eldritch heritage, by my reading, it would not grant him any additional bloodline powers, but would count them as 4 levels higher.

Does this seem to be the case to others as well?

Lantern Lodge 3/5

I would be grateful if anyone could tell me what the highest level of play tier is for this scenario. Our home group is flying along pretty quickly, and I want to make sure we halt our progression on our main characters before we exceed the ability to play it. We are really hoping it will get ran at either GenCon or Origins this year so we get an opportunity to play it!

Lantern Lodge 3/5

From the Pathfinder Society Field Guide and the Seeker of Secrets books, there are a number of options for wayfinders, ioun stones, and vanities. I was hoping to get some help in determining which of these options are legal for PFS play.

1). Is implanting ioun stones (detailed in Seeker of Secrets) legal for play? If so, is this process handled as described? How many attempts can a PC make between modules/scenarios/levels?

2). In the same book, it mentions that ioun stones stored in wayfinders can gain additional traits, detailing two methods for doing so. Are either of these methods legal for play? If method 2 is legal, is that something that can simply be noted on the appropriate chronicle sheet with a GM signature?

3). In the Field Guide, there are many really cool vanities listed that are purchasable with prestige points. Are any/all of these legal for play?

Thank you all so much for the insight!

Lantern Lodge 3/5

For example, if during a scenario the group recovers 2 potions of cure moderate wounds and uses them during play, does this action subtract gold from their award at the end?

I am under the impression using consumables does not impact the final gold, but the question came up last saturday and we just wanted to be sure.

Thanks in advance!

Lantern Lodge 3/5

Simply asked, can magical armor enhancements be placed on any items other than "proper" armor, shields, and bracers of armor in PFS? Specifically, could a chest slot item (shirt, tunic, ect.) be enchanted in such a way?

Our table was pondering this over last night, and I couldn't find anywhere where it specifically allows for such an enchantment to be performed in a standardized example or plainly spelled out ruling, which I know is required for PFS play since customizing items is not allowed here.

On a related but different note, can anything think of a clever way of gaining resistance/immunity to precision damage other than class features or the fortification armor enhancement? Even temporary applications from 1 shot items or spells would be sufficient.

Thanks for the assist in advance!

Lantern Lodge 3/5

1 person marked this as a favorite.

Hey folks, I have a question regarding having proper paperwork handy for GM credit. When you GM a scenario or module and apply that credit to a character, is the GM session sheet which denotes what character you applied the credit too sufficient alone, or should you also apply and keep the appropriate chronicle sheet along with the session sheet?

If the later, how should one note that they received credit for the chronicle sheet via GM credit? Would it be legit enough to simply note it at the bottom where the GM information goes?

Thanks in advance for the clarifications!