The Red Raven

Purple Dragon Knight's page

RPG Superstar 8 Season Star Voter. **** Pathfinder Society GM. 6,465 posts (23,977 including aliases). 13 reviews. 9 lists. 1 wishlist. 34 Organized Play characters. 60 aliases.


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Grumpus wrote:

But in book-6 it never explains how Lowls dealt with the challenges in each nexus, how he found the stela and dealt with the Kudimmu, how he dealt with the stasis field and dealt with the Mutate, how he avoided conflict with the bhole etc.

What did I Miss?

Didn't he activate those stelae on Thrushmoor's side before Book 1 even began? I know the Hastur cult he brought into Thrushmoor were sacrificing folks to empower them. I think it's up to the PCs to deactivate them on Carcosa's side, and that their activation was done long ago. I could be wrong though.

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I'm Hiding In Your Closet wrote:

Purple Dragon Knight: I'm afraid you missed the point, I was not asking about the trait, that was an afterthought.

For the spell you were discussing, the only rule you need to be aware of is the one in additional resources:

"Pathfinder Player Companion: Humans of Golarion
Spells: all spells on pages 28-29; Traits: all traits on pages 30-31"

So, it's legal, which means qualifiers in the spell are purely for roleplay/flavor purposes.

Advanced Race Guide further provides the following guidance on racial spells:

"Spells: The spells in this section are common to
spellcasting members of the race. Sometimes they only
target members of the race, but often they are just the
race’s well guarded secrets; members of other races can
learn to cast them with GM permission."

Humans of Golarion, the source material of your spell in question, only says this about human-centric spells:

"Just as every race uses magic in unique ways, altering and
controlling the flow of arcane eddies to meet the needs
and embody the strengths of their people, so too do the
varied human ethnicities master magic in ways distinct
to their culture. Presented here are five new spells
common among casters of various human backgrounds
and frequently taught in arcane academies dominated by
these peoples."

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I'm Hiding In Your Closet wrote:

Here's a pretty niche question: How would Pathfinder Society interpret Summon Totem Creature?

Summon Totem Creature wrote:
A character must have been raised by the Shoanti and be considered part of a quah to be able to cast this spell.

I'm actually surprised I've not seen more Shoanti characters in play, especially considering how much supporting material they enjoy (including at least one crazy-powerful trait), but that's beside the point.

Normally, the Archives marks race-exclusive spells as such, and this one has not been. It also has not marked its entry with the dreaded red-ring-of-qualified-legality, but that may simply be because the restrictions are right there in the spell itself (but you'd think it'd get the little 'R' then). This may simply be because the wording above says nothing about being Human, let alone a particular breed thereof; one merely need to have been "raised by the Shoanti", so an Elf or a Dwarf or a really really lost Wayang could claim to have been adopted by a quah - but what should the threshold be?

Of particular note is that if I am not mistaken, there are Chronicle Boons out there that permit characters to be adopted into a Shoanti quah (much like there are is at least one Boon that can get you adopted into the [REDACTED]) - but such a character still would not necessarily have been "raised by" them before, BUT it would seem fitting for that clause to be waived in that case.

I'm not PFS staff but long story short, you meet the feat requirements if you play a human. The ethnicities are not 'crunch' details but they are RP details that are part of your backstory.

If you go back to the 2008 Pathfinder Campaign Setting book, we have:

"All of the nations in Chapter 2 present local feats. A local
feat can only be selected for a nation in which the character
grew up or for which he otherwise possesses local affinity.
To gain local affinity, a character must live in a nation
for at least a year and gain at least 2 ranks in Knowledge
(local) while there. After that time, he is considered to have
affinity for that nation for the purpose of qualifying for
certain feats (although, of course, he must meet the feat’s
other prerequisites as well)."

Based on the trait wording, this appears to be meant for Shoanti humans and taken as part of character creation, but based on the above, as long as you're a 6+ feet tall human and at least level 2 with two ranks of knowledge: local you could take that trait via 'Additional Trait' feat.

If you want an official ruling, I would confirm the above on the PFS section of the boards: https://paizo.com/community/forums/organizedPlay/pfsrpg

...that, or take a big bold risk and just build a PC with that trait. I doubt PFS 1e campaign staff will try to 'block your fun'.

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As far as I can tell, the 'moving through enemy' part of Caroming Charge does not require a check nor does it refer to Tumble Through, so I'm assuming it automatically lets you move through an enemy and inflict the somewhat low stunt dmg, which is ok to my for a 2-action feat. Stunt dmg can't go critical x2 either, so I'm assuming this was really the design intent of stunt dmg in the first place: a low dmg applied to multiple targets automatically.

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Based on the three playtests I've been in so far, props are pretty much just useful to give you a 10-foot speed boost at beginning of the encounter, and stunt damage pretty much never happens.

The bread and butter of my DD was daring stunt + pressing pommel.

Going into level 2, I'm taking Caroming Charge and planning to have a lot of fun with that.

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blahpers wrote:
2. For the first twenty-four hours, they use the new body's hit points. After that, they use their original body's hit points as calculated by the new body's Constitution modifier.

This doesn't quite sit right with me. Monsters with racial HD like frost giants should provide some kind of additional hit points to a yithian driving its body... as, a yithian gets the same amount of hit points whether they're driving a chicken or a T-rex...

Edit:...and they can't use the T-rex's powerful bite, BUT can lay eggs as a chicken. This could lead to... strange outcomes for the yithian 'great race'... lol

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The elder version seems to have major mind swap (2/day only) instead of the regular unlimited weaker regular yithian mind swap. Or was the regular mind swap meant to be limited to 1/day only? hmmm... wondering if some of you have come across this.

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Tridus wrote:


What could fit that more than trying to use those on on a giant dragon?

They need a "jumping on back of big creature and squeezing it by the neck" daredevil feat! :)

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Quote:

Slippery Prey

Feat 2
General Skill
Source Player Core 2 pg. 234

Prerequisites trained in Acrobatics or Athletics
You're able to escape bonds more easily than others. When you attempt to Escape using Acrobatics or Athletics, you reduce the multiple attack penalty for repeated attempts to –4 and –8 if you're trained in the skill. The penalty becomes –3 and –6 if you're a master in the appropriate skill. If you're legendary in the skill, you don't take penalties for multiple Escape attempts in the same turn. Regardless of your training, your attempts to Escape still have the attack trait and incur a multiple attack penalty with other actions.

As per the above feat, Escape is currently not an Agile type action, even when using Acrobatics.

Slippery Prey is actually an excellent feat for Daredevils IMO.

When you introduce a new class with new mechanics, it's better to make those new mechanics user-friendly instead of completely re-hauling the entire game system to accommodate said class. The various daredevil feats pretty much just need to be designated as Agile so that Audacious Combatant can kick in without having players refer to a game-stopping, headache-inducing flowchart during play...

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Honestly in 2E I don't see the point of the barbarian. The fighter is so good! But I admittedly have not fully explored the barbarian yet... so maybe I am speaking some kind of blasphemy lol

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I agree. The DD's success result needs to be improved a bit, and the critical success needs to be much better and all of them need to do some kind of damage (even if it's just stunt damage). Otherwise, as per my own playtest at level 1 so far, most people will just take the pressing pommel feat and scramble retreat reaction... The daring stunt opener (to grapple or trip so as to make the target off-guard) and the pressing pommel follow up (to do some decent damage, albeit at a MAP -3 with an agile weapon) became my playtest standard operating procedure. Other stunts just didn't deliver and left the rest of the table scratching their heads wondering what I was trying to do.

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Based on p.69 of "The Whisper Out Of Time" it appears Kaklatath may be a yithian elder instead of a regular yithian.

That's how I plan to run it to better reward them of spending a resurrection scroll on her.

The elder version seems to have major mind swap (2/day only) instead of the regular unlimited weaker mind swap though. Or was the regular mind swap meant to be limited to 1/day only? hmmm... wondering if some of you have come across this.

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Thank you Jenner; I realized the conductive ability was used to transfer the Touch of Chaos (that's how I ran it)

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Titan Wrestler:
"You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics."

Shouldn't the daredevil class feats allow the Titan Wrestler feat to affect the maximum size of your target?

"The target can’t be more than one size larger than you." seems to be a too limiting, especially for the poor halflings, gnomes and goblins out there! LOL

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During a recent playtest it became obvious that the reliance on Acrobatics or Athletics checks meant that some kind of advantage should be given to the daredevil against off-guard targets, so perhaps such a feature should be baked into the Adrenaline feature: Emphasis mine on proposed added text

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline. You gain +2 to Acrobatics or Athletics checks against off-guard targets when performing actions that have the risky trait.

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During a recent playtest it became obvious that the reliance on Acrobatics or Athletics checks meant that some kind of advantage should be given to the daredevil against off-guard targets, so perhaps such a feature should be baked into the Adrenaline feature: Emphasis mine on proposed added text

Adrenaline
As you slip past the deadly blades of your opponents and perform stunts that put life and limb on the line, the thrill of danger washes through your veins. This heightened state is called adrenaline. You gain adrenaline by performing actions that have the risky trait. The GM might determine that a particularly dangerous action, such as leaping a deep chasm or sprinting across hazardous terrain, gains the risky trait. Such stunts typically involve at least one action and either automatically deal damage to you or risk dealing damage as the result of a failed skill check or saving throw. You gain adrenaline at the start of the risky action (before you move or attempt any rolls). The adrenaline lasts until the beginning of your next turn, so you must constantly perform risky actions to keep your adrenaline flowing. Normally, you gain and keep adrenaline only in combat encounters, and when an encounter ends, you lose adrenaline. To help you gain adrenaline, you gain the Daring Stunt action. Other daredevil actions, such as certain class feats, require you to have adrenaline. You gain +2 to Acrobatics or Athletics checks against off-guard targets when performing actions that have the risky trait.

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DM DoctorEvil wrote:
Will yo have to automatically adjust live characters if the final rules differ from the Playtest?

Yes

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@YuriP: LOL... it often happens when new abilities get created, i.e. the entirety of the previous system is massive, and it would be unwieldy to state half a dozen exceptions or previous feat adaptations in the new class ability description. It's better to keep the new class simple I think... *some* of the daredevil abilities will still work with Titan Wrestler I think, such as Daring Stunt, so TW feat is still very much useful IMO, especially for small races.

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Quote:

Titan Wrestler

Prerequisites: trained in Athletics
You can attempt to Disarm, Grapple, Reposition, Shove, or Trip creatures up to two sizes larger than you, or up to three sizes larger than you if you’re legendary in Athletics.
Quote:

Forceful Kickoff Stunt

Requirements: The target can’t be more than one size larger than you.
Quote:

Rebounding Fall Stunt

Requirements: The target can’t be more than one size larger than you.
Quote:

Flying Hurdle Stunt

Requirements The target can’t be more than one size larger than you.

Q: Is Titan Wrestler also meant to affect these daredevil feats?

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I'll roll up a Daredevil. Thanks for the playtest offer!

Do I need to create a new PFS 2e PC or will credit apply to one of my existing Tier 1-2 PCs?

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downloaded, printed and reading... :)

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Thank you for running this GM Jhaeman. Much appreciated.

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Weiralai 1d6 dexterity drain on +1 conductive rapier?

Is this a mistake?

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Narsham wrote:
The Yithian Thought Ring never actually says what range it grants a Yithian: is it all qualifying creatures on the same plane?

I'm also curious about this...

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Anyone know where GM Tiger went?

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Update: I assumed the sword can talk. I also changed its alignment from CN to LN, which I felt was more in line with Upianshee (the leader of an archeology exploration party who named the place 'Cradle of Heaven')

On further thought, LG would also be a great alignment for the sword.

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I'm assuming Teralindar's Honor can talk. Mode of communication is not specified, but with all the languages it knows, I'm assuming it's somewhat verbose. Otherwise the Read Magic ability and aberration detection powers become somewhat less cool. Any thoughts? how did you handle it in your game?

Edit: I bought the Syrinscape sound pack for What Grows Within, so I plan to keep using Upianshee's voice clips during fights as she throws warnings and issues battle cries... ;)

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GM Tiger wrote:

Will the following brave Pathfinders please report HERE to Escape the Grave:

Qstor's PC
Dave Chua's PC
Liwanag Sadilim
Blackfeather Jack
Dream Root
Clides Dalerunner

In terms of Subtier, if Qstor brings a Lvl 1 PC, then we're right at the edge. Otherwise, we are high tier (Lvl 1 PCs will get the Level Bump).

Switched to a level 1 PC. Instead of Clides Ftr3, I'm bringing Alpo'ol Clr1.

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GM Tiger wrote:


One seat reserved for Qstor's PC (no need to fill in RPG Chronicles)

Qstor??? I'm in!

Edit: I put in my L3 Ftr, but if the table is closer to L1, I can bring my L1 Cleric instead.

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So, for Dusty Rose Prism, we have "This aeon stone allows you to cast the 1st-level shield cantrip as an arcane innate spell, surrounding yourself in pink energy."

--> can this be done at will, 1/day, 1/hour, etc. 'As an arcane innate spell' means what?

2e says "Innate cantrips are cast at will and automatically heightened as normal for cantrip unless otherwise specified," which suggests you can use the shield cantrip at will (although in this case, the Dusty Rose Prism wording specifies it's the 1st-level version, and so you can't heighten it).

Just want to confirm this basically can be done each round on your turn if you want to...

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grimdog73 wrote:
noral...noral....name sounds vaguely familiar....

There is a 99% chance you have played with him alongside one of his Katsu family characters before! :)

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Ditto. Bot me if you are back first. Ty.

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I'll be going away for a week starting Friday. Will be checking thread with phone but I may be out of internet for a day or two. Feel free to bot me if I'm unresponsive.

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kaervek78 wrote:
DM Lil" Eschie wrote:
Shadow dragon wrote:

Qstor wrote:

grimdog73 wrote:
anyone starting up any games of 1ed anytime soon?
Did you have a play list?
He does it's full of disco hits! Boogie down!
Blame it on the boogie!

Yes sir, I can Boogie!

GLORIOUS!

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Colin_Mercer wrote:
Redelia wrote:
Games also get marked inactive automatically after a certain length of time with no posts. (I'm not sure if posts in discussion count or not)

Do you know what that limit of inactive time is?

Because the game master Diaz Ex Machina for our Silent Tide PbP game has been silent for almost 2 monthes at this point, after the GM supposedly recovered and left the hospitol at June 3rd. Have anyone hear from him since? It has been a long enough wait/radio silence that I'm genuinely concerned about his well-being now, as well as the future of our game.

In similar cases in the past the PBP VA issued chronicles for the players or found a GM to finish the game. Either solution is not always 100% to the table's satisfaction but sometimes it's better than nothing.

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I don't mind too much if they come along -- thanks for moving things forward!

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Very minor complaint: love the module so far, but I feel we're moving a tad slower than we should... anything we can do to speed this up to regular pace GM Jhaeman?

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How does Limited Starflight (for example, the Elder Thing's ability of the same name) compare with true Starflight in terms of actual time spent traveling? (considering that true Starflight has speeds varying from monster to monster)

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I'll be prepping Book 6 in the coming months and will try to answer some of your questions Grumpus. The way I see it: Xhamen-Dor only exists if anyone is thinking about it. If all knowledge of it dies, it's gone. But as soon as some fool of a Took grabs a book about it and reads, it's back on like toenail fungus!

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Thank you Pathfinders! much appreciated!

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Having a hard time visualizing it's use in play with the current wording:

Altruistic Guardian (Su):
At 10th level, once per day when a spell or supernatural effect that allows spell resistance targets a Magaambyan arcanist’s allies or if they are within its area of effect, as an immediate action she can redirect the effects to herself. She can do this for a number of allies up to her Intelligence modifier, provided they are within 30 feet of her. The Magaambyan arcanist must attempt the appropriate saving throws for each ally, possibly attempting multiple saving throws against the same spell or effect. She takes all damage and suffers all conditions and other effects that her allies would have taken, possibly taking these multiple times. This protects allies only from damage and conditions they’d take at the time she spends the immediate action, not from any they might later suffer from a noninstantaneous spell or effect.

Anyone has had play experience with this? it seems massively hurtful unless something clever is enacted before triggering the ability...

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Thank you Adam! Happy holidays and thank you again for such a great AP!

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Anyone?

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Tasfarel wrote:
Balthesar wrote:
I'm a bit confused about how the seedborne corruption should work on npcs. My group is travelling with a cohort and Kaklatath, and they are about to camp in the city. So if these two fail the will and fort save, are they waking up seeded and trying to attack the group? I dont see any rules about how quick the progression is.

Just take a look at the stat block seeded creatures on page 91. Seedborn consumption has a onset of one month.

But remember that the PC´s are carrier of this disease as well - they are just imune to it. So the cohort and kaklathat might be infectet the moment, they first get in contact with the pc`s

The stat block of Xamen dor states that there is a 1% chance per year to be targeted by his nightmare dream ability if you know the name of the god and are understanding his nature.

If you are affected by this ability you must do a safe or you are affected with seedborn consumption with no onset. This is stated on page 86/87

Does a paladins' immunity to disease work against the seedborne consumption? I don't see anything that says otherwise. And can a paladin's 'remove disease' mercy work against it? (or the 'remove disease' spell cast by other characters?)

I'm especially worried for Kaklathat's frail elderly body. Does the adventure assumes she is somewhat immune to this for the same reasons the PCs are? (i.e. 'due to exposure to XD's influence during previous ordeals and dreams')

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Hey Colin, PM me if you still need a body for this... otherwise nevermind... I was never here... ;)

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I'm Hiding In Your Closet wrote:
Purple Dragon Knight wrote:

I'm still running and playing pfs1e, but I switched to vtt, as I don't have the patience to stretch a scenario over 3 to 4 months via pbp.

If I have one recommendation for pfs 1e: create a third campaign/button for evil PCs only...

Just a thought...

I would love to be able to play an Antipaladin of Hei Feng.

Red Mantis Assassin would be my evil of choice!

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I'm still running and playing pfs1e, but I switched to vtt, as I don't have the patience to stretch a scenario over 3 to 4 months via pbp.

If I have one recommendation for pfs 1e: create a third campaign/button for evil PCs only, I.e.:

1. Pfs1e standard (existing)
2. Pfs1e core (existing)
3. Pfs1e evil (new)

One would have to copy/paste additional resources into a different url and then just edit it to allow evil options.

Just a thought...

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Hi Colin! I'm interested but what's the level range? Will it be vtt or pbp?

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Nope. I agree with grimdog. No HP dmg with prestidigitation.

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Just RPing and following Khana's lead. I wasn't aware she needed healing until H's discussion post earlier today.

By all means move this along and assume she's healed.