Merisiel

Ms. Pleiades's page

1,651 posts. Alias of Westphalian_Musketeer.


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Grand Lodge

Spiritualists cast psychic spells, which means no somatic components that can be interfered with by armor. If you're willing to spend feats on armor proficiency, or dip a level in something with Heavy Armor Proficiency, that can work as well.

Grand Lodge

Honestly, if I was GMing a 1-on-1 game for someone, and they were experienced enough for it, I'd probably just let them create an entire party of four adventurers.

It'd make for easier encounter adjustments because the player side of things wouldn't have a radically reduced action economy.

Grand Lodge

Anguish wrote:
Each creature makes its own Stealth check. Maybe one gets noticed, maybe both, maybe neither.

"Look! That man is floating on thin air!"

Grand Lodge

Realistically? Yes it should, for the reasons you outlined.

Within the actual game mechanics? No, for the same reason why the feat Weapon Specialization (Longsword) doesn't allow your character to fly by spinning their weapon over their head really fast like a helicopter: the rules don't say the feat let's you do that. Rules/feats/class features have the impact they list, beyond which would be house rules and GM fiat.

Grand Lodge

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DM Livgin wrote:
Alexander Augunas wrote:
If Paizo had the resources, short stories that "bridge the gaps" between scenarios that feature the VCs doing cool stuff would be neat too. Like a bridge between Blakros Connection and Abducted in Aether from Shane's point of view as he searched the planes for [REDACTED].
A product I would purchase, although I have no idea how you would keep it clean of spoilers while still delivering.

It'd be neat to have a story like that in a Pathfinder comic.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Calah? Are you still with us?

Grand Lodge

Emerald Spire Map Link Level 1 GM

Token size adjusted accordingly, it's now Briar's turn.

Grand Lodge

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MadScientistWorking wrote:
trollbill wrote:
Yes, but with the PFS Union (Shadow Lodge) no longer in existence, there is nothing protecting you from the consequences of your badmouthing.
God that faction is one of the most confusing things I have ever seen because honestly I can't see how they ever went from evil organization with no qualms of mass murdering people to PFS Union.

Basically, PFS leadership saw that the campaign was actually taking an interesting direction, and then steamrolled the Shadow Lodge faction leader into a moustache-twirling cardboard cutout, lest they actively encourage anything more than murder hoboes in PFS.

Grand Lodge

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Azten wrote:
Redblade8 wrote:
Ranks in Knowledge (engineering)? You got something that puts those to use? If not, I'd sooner pick up Bluff of Intimidate.
To be fair, he's getting those ranks for free and free ranks in Perception too. It's also based on which weapon group he has.

Clearly, you have never had to distract the party paladin before.

Grand Lodge

You're going to want to stick Iron Will in your feat list at some point, because you'll be multiclassing several classes that all have a weak will save.

Spending an entire combat under Confusion or Hold Person is absolute garbage for fun.

Grand Lodge

Kirth Gersen wrote:
Kolokotroni wrote:
You know baring a specific exception a character taking a full round action can still take a 5ft step right?

Actually, no, I didn't. That's freaking asinine.

BTW, does any caster in PF ever need to cast defensively, unless the opponent has like a 30-ft. reach? Oh, wait, I just looked through all the Bestiaries and noticed most monsters get reach way out of proportion to their size. It's only martial characters who are unable to disrupt spellcasting.

Bloodrager says hi, with his glaive, from 25 feet away.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Kila's weapons are ineffectual against the monster, but Rrruh is able to land a telling blow upon the creature, it looks particularly bloodied at this point.

Calah's turn.

Grand Lodge

As you level up, you'll want to pick up arrows that can help you get around various DRs, archers have a lot of options. Blunt arrows, cold iron arrows, and silver arrows will be stock-standard. Oils of bless weapon along with adamantine weapon blanches will help you cover some nastier DRs.

Grand Lodge

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Let's just cut to the really important question, can we take Profession (Cannibal) as a skill?

Grand Lodge

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DM_aka_Dudemeister wrote:
"Don't kid yourself Jimmy. If a cow ever got the chance he'd eat you and everyone you care about."

And if it has the fiendish template, it may eat your soul as well.

Grand Lodge

This is why when I sit at the table I just shut off all my moral hang-ups. Instead of pressing my views into the game, I just have a good long chuckle about all the pretentious lives we got to peer into and vicariously live in for 4-5 hours.

When I play the game, it's Golarion's rules, a world where a four year old child can be forcibly witheld from heaven because a level 5 cleric with a 25 gold lump of onyx decided they wanted an animate, smooth skull to pet like a kitten, and when said cleric is killed, they get a jumpstart to becoming a lieutenant in Hell's armies.

That sweet grandmother that adopted eight children, including a tiefling that went on to become a doctor, so inspired he was by her act of kindness? Well, she's gone now, a daemon ate her soul, all possibility for her existence to have any direct impact on the future has been wiped out of the face of existence, and off the bottom of a daemon's privy.

Golarion is a cruel world of arbitrary existential torture, and I accept it as being as dark and horrid as Warhammer 40K. I accept that there are going to be characters that are blissfully, horribly ignorant to this fact, and sometimes play them myself.

Grand Lodge

Nohwear wrote:
I have been playing around with a character idea. A Puppetmaster Magus who believes he is doing good by ruining villain so that they can rebuild themselves right. To me, while this is not Good, I am not sure if this is Neutral or actually Evil? He is willing to offer his targets aid in turning their life around.

Maybe try including a link to the archetype you're discussing would help you get replies.

Puppetmaster Magus.

I don't see how this archetype would go about 'ruining' a villain, let alone coercing a villain into changing their way of life.

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Neil Markey wrote:
Sometimes the best way to cooperate, is to wait outside...

Or at some of the games I attend, put a rock in one's mouth while the party face negotiates.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Coglen's attack fails to breach the skeletal creature's defenses.

Petros meanwhile completes his spell, releasing it upon Dorin causing the dwarf to double in height.

The skeleton then flees behind the tapestry at the back of the room.

Kaley's Turn

Grand Lodge

Emerald Spire Map Link Level 1 GM

During its flailing, the monster attempts to slam Rrruh.

Slam: 1d20 + 2 ⇒ (14) + 2 = 16

The creature's arm grazes Rrruh, but doesn't land a solid hit.

Kila's turn.

Grand Lodge

Emerald Spire Map Link Level 1 GM

As the abomination lumbers towards Rrruh, and the few brave crewmates engage it gives out a haunting, garbled howl as the attacks bruise its flesh. ""Em pleh aramseb! Struh ti niap eht! !Hguuaaa!"

Reflex Save: 1d20 + 0 ⇒ (9) + 0 = 9

As a sticky mass of white threads erupts around the creature, it becomes anchored to the ground, though it still flails wildly.

Grand Lodge

John Lance wrote:

:-) I wondered when someone was going to mention alignment, so here's a (virtual) prize for Nosig.

I suppose some backstory might be illuminating. The best single session of PFS I have ever played, hands down, was the True Dragons of Absalom scenario I played at last year's GENCON. It was me, my buddy Jason and 4 enlisted guys from Ft. Benning in Georgia. Right off the bat, the Army guys made their high-ranking buddy the team leader and Jason and I heartily seconded that idea (we were playing lawful evil kobolds, after all) and joined in the fun.

It was awesome, like being on a well-oiled team of commandos setting up an ambush (which is pretty much what the first half of the scenario is). It helped that we had a really good GM from New Jersey, but honestly, it was the organized team dynamic from the start that made it so unique and cool. The GM could have easily increased the difficulty level by giving everything the advanced template and we still would have stomped it, it made that much of a difference.

After that game, I started paying more attention during the other scenarios I played, both at cons and at home, seeing if I could spot any interesting trends in terms of organization and leadership. While I have no definitive answers yet, this issue is interesting enough that I will continue asking questions and gathering data, just for my own enjoyment. Thanks to everyone for your input and keep the comments coming!

That scenario was very well done to encourage teamwork.

James Anderson wrote:

On the other hand, I've seen a few scenarios that really want more than one person to do the talking. Giving your mid-game report in Slave Ships of Absalom comes to mind.

Leadership seems pretty situational in PFS. When I had a game that went to the Eye of Abendego and we knew we'd be doing underwater stuff, my Storm Kindler took charge and laid out everything that's a likely problem and how we'd counter it. I can't think of any other situation where she'd be a good choice to lead anything more complicated than "get on my back and hold on while I charge."

Slave Ships of Absalom:
I saw that fail dismally with our group. The scenario had already made the party extraordinarily paranoid with talk of divination shenanigans. So when the person we were giving the mid-game report to started pointedly trying to get information from another party member, they effectively ended up talking to a brick wall as our Pre-Gen Ezren (the player didn't have an in-tier character at the time) put on one of the best performances of senility and obtuseness we've seen. It made for a good roleplay, but in terms of encouraging more talking from others that were not party faces, it fell flat, horribly, horribly flat.
Grand Lodge

I pantomime at the game table a lot. I also tend to stand at various points during the game to see the map better while planning out my turn (and also because sitting for three hours straight gets uncomfortable). Both of these have earned me some comments and annoyed looks at the table, even though I've never knocked anything over.

My characters also tend to be flippant during briefings venture captains treat Pathfinders like latrine straw. Thankfully Aram Zey has only had to brief a character of mine once.

Grand Lodge

Faelyn wrote:
Yup! A kinetic blast is a kinetic blast no matter what. The form is changed by the Infusions, but it is still a blast. Now, that being said Blade/Whip do not gain the extra damage from Elemental Overflow.

Losing the Elemental Overflow bonus seems like a good trade for iterative attacks, and attacks of opportunity, especially if you're using energy blasts where the decrease of accuracy on iterative attacks isn't too much of a setback.

Grand Lodge

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I just want to say you are an awesome GM for coordinating this sort of campaign even with the restrictions/limits of PFS, and that your players are immensely lucky to have you as a GM.

Grand Lodge

Emerald Spire Map Link Level 1 GM

The night passes, but in the wee hours of the morning, just as the crew begins stirring, the group hears the trap door to the bilges clatter shut, and a few moments later the squelching sound of writhing flesh mingles with the brief sound of a muffled cry.

Soon thereafter, a scream sounds off in the hold where most of the crew is. Jaundiced Jape, one of the men that waylaid you the previous morning, scurries on his hands and knees beneath hammocks, fleeing a terrible sight.

One of the crew members stumbles about, a writhing red-streaked nautilus dangling off its head, producing a sickly squishing noise alongside an agitated moan.

Yet more crew members flee towards the stairs leading upwards on the deck, creating a line between yourselves and safety as crewmen clamber frantically to get away. Shouts and the clattering of personal effects dropping to the floor dominate the room, along with increasing amounts of swearing.

Perception 10:
Amidst the chaos, you spot a dagger snagged by the hilt in the netting of a nearby hammock.

Knowledge Dungeoneering DC 12:
You recognize this horror as an incutilis, a type of tentacled monster that can couple with helpless humanoids, slaying them and then puppeting them much like a zombie, but is not in fact undead.

Initiative Tentacle Zombie Thing: 1d20 ⇒ 13

Initiative Tik Tik: 1d20 + 1 ⇒ (7) + 1 = 8
Initiative Kila: 1d20 + 4 ⇒ (7) + 4 = 11
Initiative Rrruh: 1d20 + 4 ⇒ (5) + 4 = 9
Initiative Calah: 1d20 + 3 ⇒ (6) + 3 = 9
Initiative Zalhar: 1d20 + 3 ⇒ (17) + 3 = 20

Zalhar is puzzled by this creature, what religious training she has she knows it to not be a conventional undead, and so opts to assist her allies for the coming fight, casting Bless.

+1 to attack rolls and saves against fear.

The creature then stumbles towards Rrruh, albeit too sluggishly to follow up with any attack.

Kila's turn.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Coglen's turn then, followed by Petros.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Sorry that I haven't been responsive the last little while, it's been a hectic week, but I'll be able to post responses tomorrow afternoon.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Sorry for the delay, it's been a hectic week for me, but I'll be able to post a full response tomorrow afternoon.

Grand Lodge

Rust Monsters occupy a unique spot in the bestiaries that they share with others. Rust monsters destroy equipment, which calls for replacement, and as such impacts wealth by level, in moderation, they provide a dampener on Wealth By Level, much like permanent negative levels, curses, petrification, and at higher levels, even death.

The issues with this in terms of player reactions stems from a central issue: "How can I afford to be prepared for this?"

Rust monsters are a CR3 creature, and therefore something a level 1 party could, within the logic of the CR system, face off against.

The thing is, there are dozens of other ostensibly low-CR creatures to deal with that also have niche equipment to handle. A second set of non-metallic armor and weapons is a huge investment with starting gold and level 1 wealth, which is going to be on top of having DR-penetrating backup weapons, alchemical weapons for swarms, holy water or an oil of magic /bless weapon for ghosts, and smoked goggles for a basilisk.

Throwing this monster at very low level players can feel like punishing them for being low level, which is a silly feeling to try and elicit at the game table.

Grand Lodge

Magical Girl / Paladin: You get ungodly saves thanks to covering the Magical Girl's weak fortitude save and adding Charisma to your saves. You get heavy armor proficiency and a d10 hit die, making you all the better at combat yourself. Adding the mauler archetype to your familiar means you'll have an effective combat buddy.

Magical Girl / Bard: You've got 6th level casting in spades. Your hit die and saves won't be improved, but you'll be unnervingly good at skills, and you'll always have an option to buff your familiar for battle.

Magical Girl/Sorcerer: Why not be a 9th level caster with an uber-pet?

Magical Girl/Oracle: Be a 9th level caster with an uber-pet, but a lot of mysteries are arguably better than sorcerer bloodlines.

Grand Lodge

Have you considered the Magical Child Vigilante?

Grand Lodge

16 people marked this as FAQ candidate.

Alright, this proficiency issue sounds like a FAQ candidate with relevance to the system as a whole, not just PFS.

Question: Are the rocks thrown, as described in the Stone Mystery Oracle's "Rock Throwing (Ex)" revelation considered improvised weapons for purposes of penalties to attack rolls and interaction with the "Throw Anything" feat?

Grand Lodge

Emerald Spire Map Link Level 1 GM

Reflex Save: 1d20 + 3 ⇒ (7) + 3 = 10

With an almost comical sound, the remaining foe's bastard sword slides out of his hand.

It is now Dorin's turn.

Grand Lodge

Emerald Spire Map Link Level 1 GM

That night, the group's attempts at information yield merely a small amount on the captain of the ship. Harrigan is is a foul tempered captain, and Mr. Plugg serves as his right-hand man. The treatment and leniency proffered towards Plugg by the captain is something of an in-joke among the crew that Mr. Plugg is like a son to Harrigan, albeit still a bastard son.

Grand Lodge

Basically, the only concern with Spell Component Pouches is if they are sundered or stolen, and even then, for a piddling amount of gold, you can just get two spares. That, and it makes casting some spells a bit more noticeable.

Grand Lodge

Be a kineticist with the kinetic whip infusion. Your damage will still be scaling nicely with the blast, plus you'll be able to add substance infusions for additional effects.

Grand Lodge

When I first spotted this I thought you meant disarming as in the combat maneuver, but looking over your post it looks like you mean it in terms of disarming traps.

You're correct that the Archeaologist Bard is probably your best bet for being able to cover all the roles you need to.

Given this, I'd recommend Weirdo's stat recommendations, but go with for archery instead of melee. Given that you're starting at 6th level, I'd say go for flavor in terms of race selection, as you'll be able to pick up your Archery Essentials of Point Blank Shot, Precise Shot, and Rapid Shot.

Make sure your character has Silver and Cold Iron Arrows, Bludgeoning arrows, and an Oil of Bless Weapon along with Ghost Salt. Have a magic shortbow, and you'll be able to handle most kinds of DR.

Pick up some Adamantine arrows as you continue and eventually the feat Clustered Shots to help out with any niche DR you can't get around.

For spell selection I'd take Heightened Awareness and Heroism as essentials, and pick up Haste once you get to 7th level.

Grand Lodge

A paladin of Erecura could work with gestalting Mesmerist.

She's Lawful Neutral, albeit married to a Lawful Evil Archdevil Dispater, and has the nobility and Trickery domains. Her favored weapon is the Light Mace.

As for the wizard, a Kensai Magus with a whip could be downright scary. Alternatively, a wizard gestalted with a class that gets a companion could be useful nice, as it will effectively allow a fourth action to keep their action economy up.

Grand Lodge

Delilah, Bianca for feminine names, and Bruce for masculine names.

Grand Lodge

Emerald Spire Map Link Level 1 GM
Briar Thor wrote:

Briar watches with his mouth somewhat open, not really having expected the formalities to turn to violence so quickly. Getting hold of himself he shuffles out of the way of the others before sending grease directed at the creatures weapon.

Grease on the Falchion! DC 15 Reflex

The falchion wielding skeleton is dead, the remaining enemy however does have a bastard sword, will you grease that?

Grand Lodge

Emerald Spire Map Link Level 1 GM

Yeah, you can just give some generalities of what character you speak with, and I can fill it in from there.

Grand Lodge

Emerald Spire Map Link Level 1 GM

In a whirlwind of claws and fangs, Kaley tears through the skeletons before beginning her advance to the remaining monster.

Briar's turn.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Petros moves up to the next chamber and looks upwards to the ceiling before he smiles.

"Dorin, get in here! I have an idea!"

Petros begins casting Enlarge Person.

At that point, the skeleton upon the throne along with one of the ones flanking it move in and strike at Kaley, one with a claw, and one with a falchion!

Claw: 1d20 + 2 ⇒ (15) + 2 = 17
Damage: 1d4 + 2 ⇒ (2) + 2 = 4

Falchion: 1d20 + 3 ⇒ (8) + 3 = 11
Falchion Damage: 2d4 + 3 ⇒ (1, 4) + 3 = 8

While the falchion misses, the claw strikes Kaley!

Then, a figure steps out from behind the curtain, skeletal hands waving about as it chants before pointing to Kaley.

A bastard sword appears before Kaley, formed of blue translucent energy, and strikes!

Spiritual Weapon: 1d20 + 6 ⇒ (12) + 6 = 18
Damage: 1d8 + 1 ⇒ (3) + 1 = 4

The phantasmal weapon slashes at Kaley!

As the skeletal figures glare at Kaley, malice in their eye sockets, she prepares for her rebuttal...

Kaley's turn.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Near as several members of the party can tell, the creatures all appear to be a normal skeletons.

The voice hisses with great annoyance at Kaley and Dorin's responses, and the three skeletons on and around the chamber's central chair begin to move, drawing their weapons.

Skeleton Initiative: 1d20 + 6 ⇒ (11) + 6 = 17
Skeleton Initiative: 1d20 + 6 ⇒ (12) + 6 = 18
Skeleton Initiative: 1d20 + 6 ⇒ (4) + 6 = 10
Gorloth: 1d20 + 6 ⇒ (11) + 6 = 17

Kaley Initiative: 1d20 + 3 ⇒ (14) + 3 = 17
Dorin Initiative: 1d20 ⇒ 7
Briar Initiative: 1d20 + 12 ⇒ (1) + 12 = 13
Coglen Initiative: 1d20 + 3 ⇒ (20) + 3 = 23
Petros Initiative: 1d20 + 2 ⇒ (20) + 2 = 22

Sensing that things are going very, very wrong in the room, Coglen springs into action...

Grand Lodge

Emerald Spire Map Link Level 1 GM

The rest of the day passes without much event, and no interesting finds from those that took time to explore the ship. Night arrives, and the minimal night time crew head above decks to keep the ship on course through the night.

Characters may now select and roll for any relevant nighttime tasks.

Grand Lodge

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Kobold Cleaver wrote:
Guys come on we just had this thing.

Maybe Paizo should take it as a hint that they're writing slavery as a touch too acceptable and ubiquitous in vast, huge swaths of Golarion.

Grand Lodge

Emerald Spire Map Link Level 1 GM

Before Kaley gets to the front of the throne, mere steps into the chamber, the voice, sounding quite angry at this point, yells out "Stop! You are someone of consequence, to delve into this spire, now answer me and tell me your names."

Grand Lodge

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Soilent wrote:
Alex Smith 908 wrote:

The xenomorphs story framing also alters a lot depending on the installment. The xenomorph from the original film or from Alien Isolation works as a mythos monster. It is an ultimate predator who you cannot beat or stop. Its whole biology is just one answer after another to anything you try to stop it with.

Once you get to Aliens the narrative and story role changes to a more inevitable horde, but whose constituent parts are beatable. Which could still work as something Mythos related so long as it is the species as a whole that is considered the Great Old One equivelent thing rather than any individual member.

So what you're saying is, once I get the flamethrower, all the Great Old Ones are now absolutely nonthreatening?

Time to roll a pyrokineticist!

Grand Lodge

Emerald Spire Map Link Level 1 GM

With no signs of traps, Kaley opens the door, sidestepping quickly out of caution. No traps spring, and they peer into the room beyond. Shabby mold covered tapestries hang from ceiling hooks, cloaking the southern wall of the chamber in scenes depicting huntsman stalking their prey, now faded and drab.

A plain wooden chair of massive construction stands centered before the tapestries, facing into the room. A large stone table stands against the eastern wall.

Upon the chair sits a skeleton, and standing by its flanks two more skeletons. A raspy voice emanates from it, like crawling spiders and the howling wind of a storm. "Who are you?"