Myca Stone's page

No posts. Organized Play character for Kris Vanhoyland.

Hi, can you please cancel my AP subscription after #144? I do currently have a pending subscription order for #144 and #145, but if possible I would like to cancel #145, as my group is planning on sticking with Pathfinder.

Please cancel my Modules and Player Companion subscriptions, thanks.

My party is currently undertaking the daunting task of exploring and surviving the Runeforge complex, and I'd like some advice regarding two things.

Several spoilers below!

1—How to deal with player deaths.

They are currently trapped in Runeforge, having no spells to get them out, nor having discovered any of the other ways out either. The party consists of a monk, blade-bound magus, skirmisher ranger, sorcerer, and a hedge witch with a cleric cohort. At the moment they have explored the Abjurant Halls, the Iron Cages of Lust, and the Shimmering Veils.

Delvahine is still alive, along with three of her alu-demon children. Delvahine finds their presence in Runeforge amusing, and she is toying with them. The PCs know they need a particular item from her, and Delvahine has made a proposition, which they haven't agreed yet on.

They've cleared the Shimmering Veils, and have recovered Vraxeris' journal. In the process however, the simulacrums have killed the ranger's animal companion, the sorcerer PC, and the cleric cohort. The witch has managed to raise his cohort and the sorcerer, but they have no diamonds to cast more raise dead spells.

I'm pretty sure there will be more PC deaths as they explore the rest of Runeforge, since they barely averted two more deaths the previous session (this time, the witch and his cleric cohort) during the mummy ambush in the necromancy wing, where they've gone next.

I like the idea of replacing fallen PCs with some of the polymorphed goldfish from the Vault of Greed, but from player banter, I've come to understand they plan to visit that wing last.

2—Arkrhyst's actions in Runeforge.

Before entering the Runeforge portal, they've failed to actually kill Arkrhyst, who followed them into the Runeforge portal invisibly. I'd like some advice on how he would act. My initial thought would be that he would be intrigued by this place, and would probably explore the Vault of Greed or the Halls of Wrath. Greed because, well, he's a dragon, and dragons love to hoard stuff, or Wrath because he had to watch the party steal his entire hoard.

I'm sure other GMs have dealt with these two things, and I'd love to know how you did it.


I received a subscription order today, but it was missing the Pathfinder Player Companion: Familiar Folio. Included with it instead was the Iron Gods Poster Map Folio.

Hi Paizo team,

I have a completed order from a while back, that according to confirmation e-mails has shipped on October 24th, but to date, I haven't gotten anything yet. Two of my orders that were made after this one have already arrived weeks ago.

Hi, I have a pending order (3362101) of some subscription items. Would it be possible to split this order up into two shipments as below, so they don't get held up in overseas customs?

Shipment #1:
Pathfinder—City of Secrets #6 ( Exclusive)
Pathfinder Module: Plunder & Peril

Shipment #2:
Pathfinder Adventure Path #88: Valley of the Brain Collectors (Iron Gods 4 of 6)
Pathfinder Player Companion: Ranged Tactics Toolbox (PFRPG)


First off, this post contains numerous spoilers.

So, my players are at the start of book #5. Karzoug adressed them through Mokmurian in the previous book, and they found the handout hinting at the existence of the Runeforge.

They're currently engaged in a pretty brutal fight against the Scribbler. They already fled to the surface once when two party members left them behind because of the suggestion trap at the door. They returned the same day, and the Scribbler attacked them, assisted by some summoned demons. The ranger died to him, and got saved by a breath of life from the cleric, and the Scribbler used his dimension door ability to retreat when his hp started to go down. They're currently planning to go after him, and are very eager to kill this very annoying enemy.

Which is where my issue comes in. During their exploration, the Scribbler asked them a lot of questions, and in turn, allowed them to ask questions of their own. The only thing they found out is pretty much that he's old, dating back to Thassilonian times, and got brought back into this world by Lamashtu herself.

I gave my players ample opportunities to ask questions, but they don't seem to know what to ask. No Who are you, what is your name, what is this place, what do these weird rhymes mean (they found 2 out of 5), what is Runeforge, how do we defeat Karzoug, or anything of that like. Their reasoning is that since this guy is evil, they shouldn't really be giving him any information.

Now, my players are all quite new to RPGs, this being their first long-term campaign, and they're pretty much acting like the typical murder hobos: kill first, ask questions lat—oh wait, he's dead, fancy that. I foresee that they'll kill the Scribbler, and then wonder what they're supposed to do next, and I doubt they'll think of speak with dead.

Now, personally, I'm inclined to just let him die, and then watch them squirm for a bit as they realize they don't know what to do next or where to go from there. At their current course, I think they're gonna need some big flashing neon-signs soon, which I'm loathe to do.

I'd like to know how other GMs would deal with this situation. Should I have the Scribbler parlay with them, and forcefeed them the information they need? I just don't think that would be in his nature to do.

I received this order today, which should have held my subscription copy of the Wardens of the Reborn Forge module, but instead it had Pathfinder AP #76, The Midnight Isles inside it (which I have already received in a previous shipment).

I have a pending order (#2935984), containing Pathfinder comic #12, AP #76, Player Companion Magical Marketplace, and the Wardens of the Reborn Forge Module.

Could you please break this order up into two shipments (one with the AP and player companion, the other with the module and comic), so that it won't get held up in customs and occurs additional import tax? Thanks!

I've got a question, which I don't know if you can help me with.

Currently, I have subscriptions for the comics, APs, modules and player companions. My account currently shows my next subscription shipment (December 18) will contain comic #12, as well as AP #76, the Magical Marketplace player companion, and the Wardens of the Reborn Forge module, for a subtotal of $48.27.

My question now is, is there any way for this to be split into two seperate shipments, ideally with the module and AP volume going into two seperate packages? As it stands, $48 is too much for customs to just let it through, which means I'd be incurring a hefty customs bill.

Since this is going to be an ongoing problem for me (January shows the same issue), the only other option would be to cancel my modules subscription, which I'm loathe to do since I'm really excited about the new module, and I want to give you guys my money. =)

The Seelah related link appears broken.

I sat down just now to read my subscription copy of Pathfinder #72: The Witch Queen's Revenge when I noticed nearly the entire first page is ripped out, leaving only a sliver remaining. I realize everyone is currently busy at GenCon, so I'll practice some patience. :)

Picture link.

So a quick question about the Carrionstorm: am I reading the statblock correctly in thinking it's a Large sized swarm, made up of Tiny creatures?

Carrionstorm CR 1

XP 400
NE Tiny undead (swarm)
Init +4; Senses darkvision 60 ft.; Perception +6
AC 12, touch 12, flat-footed 12 (+2 size)
hp 11 (2d8+2)
Fort +1, Ref +0, Will +5
Defensive Abilities swarm traits; Immune undead traits
Weaknesses vulnerable to channeled energy
Speed 10 ft., fly 40 ft. (good)
Melee swarm (1d6 plus distraction)
Space 10 ft.; Reach 0 ft.
Str 1, Dex 11, Con —, Int 2, Wis 14, Cha 13
Base Atk +1; CMB –1; CMD 4 (can't be tripped)
Feats Improved Initiative
Skills Fly +12, Perception +6
SQ pallid bond
Pallid Bond (Ex)
A carrionstorm never initiates an attack on a creature that openly wears a symbol of Urgathoa or that is itself undead. If attacked first by such a creature, the carrionstorm's swarm attack deals only 1d3 points of damage to that creature rather than the usual 1d6 points.

Vulnerable to Channeled Energy (Ex)
A carrionstorm takes 150% as much damage as normal from channeled positive energy.

Venture-Lieutenant, Belgium—Flanders

I just want to clarify something; there are five dungeon levels in the Thornkeep book, and there are five chronicle sheets available for download.

Upon completion of every one of these five dungeon levels a character would receive 3XP and 4PP (or 1.5XP and 2PP on slow advancement), correct?

So yesterday, we had our eight RotRL session. At the end of our previous one, the party had just stumbled into the throne room, where they defeated Ripnugget after a harrowing battle. The six goblins that were in the barracks joined in, but most of these fled the scene after Ripnugget was killed.

They proceeded to quickly explore the rest of the stockade, before heading down into the first floor of the dungeon using the back stairs. They ran into Lyrie and had a bit of a confused encounter where they weren't sure who she was or what she was doing here. I had them roll initiative and said that Lyrie started panicking and started casting defensive spells, and blasted the barbarian with a ray of enfeeblement when he moved up to her. They grappled, pinned and bound her, but not before she yelled for help.

This quickly drew Bruthazmus to them, who'm they also dispatched, yet not quite as quickly. Seeing as Lyrie's calls for help drew this bugbear, they surmised she was in league with the goblins, and tried to question her. Lyrie tried to convince them to let her go because she knew nothing. The PC's saw through this, at which point she pretty much spat in their faces and hollered for Orik.

The party cursed, and readied themselves. An unsuspecting Orik opened the door, and walked straight into the PC's trap. They dropped his health down enough to where he surrendered and pleaded for his life. Questioning him, they found out he was a bodyguard for hire, and he revealed that his employer Nualia would probably be somewhere in the level below. They didn't really ask about the first level that they were on, so he could give little answers.

At this point, they have bound, gagged and blindfolded both Orik and Lyrie, and are planning on making their way back to Sandpoint to rest, re-supply and turn Orik and Lyrie in to the authorities. Currently they are standing at the rope bridge, that broke when the ranger tried to escort Shadowmist across, stranding 4 players on the briarpatch end and the ranger and the horse on the other end, near the stockade.

Now, that's the situation that's unfolded last session. My question is, what would Nualia do when she finds that nearly the entire goblin population, along with Bruthazmus has been decimated and that both Orik and Nualia have gone missing?

I'm inclined to have her abandon Thistletop all together before the party gets back, but this feels a bit like cheating the party of a memorable encounter. Then again, they are choosing to take the trek back to town. They have also been extremely bad at checking for secret doors, so I think there's a good chance they won't even find the second level, let alone the secret doors leading to Malfeshnekor or the giant crab.

Unfortunate circumstances are forcing me to have to ask for a cancellation of my preorder for the RotRL deluxe edition.

I'm still hoping to be able to pick this up next month, depending on availability and when my holiday bonus drops.

I have this order as pending at the moment. Could you please remove the Attic Whisperer mini from this order? Thanks!

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My players are about to enter the Catacombs of Wrath, and so I've cobbled together a miniature for Koruvus.

I used a goblin warrior from the Heroes & Monsters set, chopped of his left arm and reglued it, coming out of his back. I then sculpted an axe using some green stuff, and added a third arm with a dagger, scavenged from an old boardgame mini.

Koruvus miniature

Does a mounted rider get any defensive benefits when attacked?

The Mounted Combat feat lets a rider make a Ride check once per round to negate an attack against his mount, which to me seems the better option is to simply attack the rider if he doesn't get any extra defenses.

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Is there a rule or formula to upgrade damage dice?

For instance, utilizing table 6-5 in the Core, I can see the damage for a longsword progresses at follows:

Tiny - 1d4
Small - 1d6
Medium - 1d8
Large - 2d6

And from looking at the Rune Giant statblock, I can deduce that a Gargantuan longsword does 4d6, which probably means that a huge longsword does 3d6 damage.

So is it as simple as just adding a dice on top of the damage for a Large weapon when dealing with larger weapons?

Are light crossbows and repeating light crossbows classified as the same for feats like Rapid Reload and Weapon Focus?

Meaning, if you take Rapid Reload: light crossbow, does it affect repeating light crossbows as well?

Please cancel my Pathfinder Battles subscription, the overseas shipping cost to Europe, along with the import customs I would have to pay are simply too high for me.

I catch myself and my players often forgetting which of their weapons they are holding (which naturally means offcourse they're always holding whichever one is most useful in the given situation ^_^). It tends to get problematic especially for spellcasters. To cast a spell with a somatic component you need one empty hand, right? What about if you have a light shield strapped to it?

Another question I have is about the divine focus for divine spellcasters:

Core Rulebook, Magic chapter wrote:
A divine focus component is an item of spiritual significance. The divine focus for a cleric or a paladin is a holy symbol appropriate to the character’s faith. The divine focus for a druid or a ranger is a sprig of holly, or some other sacred plant.

I believe clerics always have to hold their holy symbol when casting a spell or channeling energy, but what about druids, do they have to present their DF as well?

And lastly, RAW is nice and all, but when it comes right down to it, how much attention do you generally give it?

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I recently created an updated version of Keeper Hyve from the Carrion Hill module, changing him into an alchemist/rogue. Originally he's a level 7 rogue with a strong emphasis on poison, and his tactics even have him throwing poison vials as grenades, so I thought flavor wise he'd make more sense with a few alchemist levels.

Let me know what you think if anyone's familiar with the original module.

Male Human Alchemist 4 Rogue 3
NE Medium Humanoid (Human)
Init +10; Senses Perception +10
AC 24, touch 18, flat-footed 18. . (+4 armor, +5 Dex, +2 natural, +2 deflection, +1 dodge)
hp 39 (7d8+7)
Fort +6, Ref +13, Will +2
Defensive Abilities Evasion, Trap Sense +1; Resist Poison Resistance +2
Spd 30 ft.
Melee Rapier +11 (1d6/18-20/x2)
Ranged Acid Bomb +12 (2d6+3 Acid), Bomb +12 (2d6+3 Fire), Masterwork Crossbow, Light +12 (1d8/19-20/x2)
Special Attacks Acid Bomb, Bomb 2d6+3 (7/day) (DC 15), Sneak Attack +2d6
Alchemist Spells Known (CL 4, 5 melee touch, 11 ranged touch):
2 (2/day) Barkskin, Cat's Grace (DC 15)
1 (4/day) True Strike (DC 14), Disguise Self (DC 14), Bomber's Eye (DC 14), Expeditious Retreat (DC 14)
Before Combat If Hyve hears the PCs coming before they spot him, he gathers up his violet venom and drinks his dexterity mutagen. This change is already reflected in his statblock. He then hides behind the central pillar in the pool of shallow water, hoping to to ambush the PCs.
During Combat Hyve opens combat with a ranged sneak attack after applying his concentrated violet venom to a bolt, then resorts to throwing his acid bombs. If engaged in melee, he uses his second dose of violet venom to maximize his sneak attacks with his rapier.
Morale Keeper Hyve fights until brought below 15 hit points, at which point he attempts to escape by leaping into the sluice (area C3) and sliding down to area C4. If he survives the journey, he hides in area C4 and prepares another sneak attack with his ranged weapon. If cornered here, he'll fight to the death.
Str 10, Dex 22, Con 12, Int 16, Wis 11, Cha 8
Base Atk +5; CMB +5; CMD 23
Feats Brew Potion, Dodge, Improved Initiative, Mobility, Rogue Weapon Proficiencies, Skill Focus: Knowledge (History), Throw Anything, Weapon Finesse
Skills Bluff +8, Climb +9, Craft (Alchemy) +13, Diplomacy +4, Disable Device +16, Heal +4, Intimidate +7, Knowledge (History) +13, Knowledge (Planes) +5, Knowledge (Religion) +5, Perception +10, Sense Motive +10, Sleight of Hand +16, Stealth +16 Modifiers Alchemy +4
Languages Abyssal, Aklo, Common, Varisian
SQ Concentrate Poison (Su), Fast Poisoning (Move Action) (Ex), Fast Stealth (Ex), Mutagen (DC 15) (Su), Poison Use, Swift Alchemy (Ex), Trapfinding +1
Combat Gear +1 Studded Leather, Bolts, Crossbow (20), Masterwork Crossbow, Light, Rapier; Other Gear Alchemist's Kit, Belt of Incredible Dexterity, +2, Key to area D8, Mutagen: +4 DEX, -2 WIS, +2 Nat AC, Poison, Concentrated Violet Venom x2, Ring of Protection, +2, Thieves' tools, 475 gp

Human barbarian with a speed of 40, does it drop to 30 or 20 when he wears medium armor?

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My players are gonna roll up some new characters tonight to play through the Carrion Hill module, and I'm planning on asking each player 2 questions about their character. I'm looking for some suggestions on good questions to ask.

Here's the ones I have so far:

-How did you end up in Carrion Hill? (this question will be the same for each player)

-Why don't you trust ...? (probably will complete this with a race after I see what character each player creates)

-Why did you have to flee your home country?

-Why did you join the church of ...? (this question will be given to the character for which the deity is the most important, like a cleric or paladin possibly)

-What is the most dangerous situation you've ever found yourself in?

These questions should work to immediately provide the players with some interesting background about their character. Any other suggestions for questions, since I need at least one more?

Simple question, but I can't find the answer: In extremely hot conditions, creatures must make fortitude saving throws, or they take non-lethal damage and start suffering from heatstroke (fatigue condition).

If a creature has fire resistance points, like from Protection from Energy or a ring of fire resistance, does it protect against this?

So I'm gonna be cruel tonight, and hand over a cursed item to my players: the buffoon's sword from the APG.

My question is the following: the description for the buffoon's sword says that the blade seems and behaves in all ways as a sword of subtlety until actually used in combat.

Does this mean the buffoon's sword has the same qualities as the sword of subtlety, all the time, never, or only for its first attack? My guess would be never, but I just wanna make sure.

(The sword of subtlety is a +1 short sword, with +4 to attack rolls and damage on sneak attacks, whil the buffoon's sword gives a -10 penalty on Stealth checks and forces the wielder to succeed at a DC 15 will save if he wants to tell a lie or engage in any form of subterfuge.)

I'm a bit unclear in how the various magic items that increase your AC stack together. So there's these:

Bracers of Armor +1 to +8, grant armor bonus
Amulet of Natural Armor +1 to +5, grant enhancement bonus to natural armor
Ring of Protection +1 to +5, grant deflection bonus

How do these stack with each other, if at all? And how do they interact with armor bonusses from normal/mwk and magical armor?

The way I understand it is that Bracers of Armor don't stack with AC bonuses granted from armor, since they are both the same type of bonus, but I'm not at all sure I'm correct in that assumption.

These minis look awesome, especially the Denizen, Wraith and Scanderig! The URL for the bigger images isn't active though, but I can't wait to see these in person!

I'm planning an encounter where my players are trekking through a swamp in dim light, and are beset by several Dark Creepers and a Dark Stalker.

The Dark Creepers all have the spell-like ability darkness, which causes illumination to drop by one step, and they will use this to render the dim lighting conditions of the swamp to darkness, making the PC's fight in the dark. I'm planning to run this where the players are unaware of the enemy's movement, tracking everything on a piece of paper.

Now, my question is about another ability they have called Death Throes, and I'm just wondering how this would interact with the darkness patches they'll be throwing around:

Death Throes (Su) When a dark creeper is slain, its body combusts in a flash of bright white light, leaving its gear in a heap on the ground. All creatures within a 10-foot burst must make a DC 13 Fortitude save or be blinded for 1d6 rounds. Other dark creepers within 10 feet are automatically blinded for at least 1 round, due to their light blindness. The save is Constitution-based.

The way I see it, there's three options:

1- It dispells the darkness completely
2- It causes a sudden flash of bright light after which the darkness returns
3- The darkness consumes the flash, rendering it harmless

I can see arguments for all three options, and was wondering if other people had some insight to offer here.

Lastly, the Dark Stalker has deeper darkness, would this interact differently?

That looks like it's from Fantasy Flight's Bag O' Cthulhu they made for the Call of Cthulhu LCG.

For calculating your flat-footed CMD and your AC, the rules say your dexterity bonus does not get added, but if your dexterity modifier is negative, you still substract this, right?

The rule says that when a character wields a second weapon in his off hand, he gets to make one extra attack per round with it.

Am I correct in assuming that he's only granted this extra attack when making a full-round attack action?

Today I received my long awaited copy of AP #45, Broken Moon. Unfortunately it's showing a lot of creasing and worse, water damage on half the book, especially the back pages, which were almost soaking wet.

Some pictures that show the damage:
Water damage destroyed the back cover
Back pages ruined
Inside the book: pages warping
Closeup of the corner
The envelope showing the water damage

Can someone explain the process of identifying magic items in PF? I'm a bit confused how exactly it works.
Can the PC's simply attempt a spellcraft check when they acquire something or do they always have to use the Detect Magic spell to determine which of the items they've found actually have magical properties?

What if they equip something that has magical properties but they haven't yet identified what it does, or maybe they haven't realized it's magical at all?

I'm running a game for new players, plus I'm quite new to PF myself, and my PC's have found a Ring of Swimming, which I described as "a silver ring with fish-like designs and motifs etched into the band", just like in the core rules.
Unfortunately my players aren't that familiar with the rules yet, so they glossed over it, and one of them equipped it without realizing it's more then just a trinket they can sell in town.
Now, I suppose I can note down the +5 bonus on swim checks he got, and grant it to him unbeknowst when it comes up, but is that correct?

I have some basic questions on how to best handle initiative. First off, do you roll seperately for each creature? Say for instance the PC's enter a room with 6 orcs, do you use six seperate initiative values for each orc or do you simply roll once and use that value for all of the orcs?

Secondly, after all the initiative values are recorded and the combat begins, are the PC's privy to when the monsters act?

Okay, so here's a situation sketch: At the moment I'm preparing to run a party of four through the Price of Immortality. (Linked modules of Crypt of the Everflame, Masks of the Living God, and City of Golden Death, possibly knitting in From Shore to Sea after that.)
My four players are completely new to RPG's, having no knowledge of anything Pathfinder and D&D related. I myself have been familiar with D&D for about 10 years (a bit of 3rd edition but mostly v3.5 when it came out), and have been doing a lot of reading on Pathfinder for the past four months, but I've never actually run a tabletop game myself.

However I'm an optimist, so I plan to do a good enough job to get them hooked on Pathfinder and rope them into starting up a longer campaign. The modules mentioned above should keep us busy for awhile but I'm already thinking ahead, and have been looking into adventure paths.
I still haven't decided which would be a good start. Thematically my preferred choices would be Council of Thieves, since the setting of Cheliax and the thought of a more urban campaign appeals to me, and Second Darkness, because I've always found the drow very interesting.
I've been led to believe however, that both these AP's are not very ideal for people not familiar with RPG's, or a newbie GM at that. What are people's thoughts and suggestions? My gut tells me my best options are Serpent's Skull or Carrion Crown, but I'd love some input from the community here.

I'm fairly new to the game, and I'm preparing to run some modules for my friends. I've run into a question while applying the Giant Creature Template to a monster, never having done this before.

For the monster attacks it says: 'increase dice rolled by 1 step'. What exactly does this mean, should my venomous snake roll a d6 instead of the usual d4?