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'Sani's page
Organized Play Member. 426 posts (433 including aliases). No reviews. No lists. No wishlists. 10 Organized Play characters. 1 alias.
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Short version: How much money could a party get if they sold a Graveknight on the open market?
Long Story: A few sessions ago, the group I GM for fought a Graveknight. Thanks to the heavy artillery that is the high level archer, it was destroyed before anyone even attempted a knowledge check. So the party never actually KNEW it was a Graveknight, just that it was an undead riding a horse. As adventurers do, they looted the corpse, chucked its magical gear into a bag of holding, and continued on their way to their main objective. It's magical gear included its armor.
Now one of my players is also my husband, so he knows next time someone goes to get something from that bag it's going to be SURPRISE! GRAVEKNIGHT! but he's good about not metagaming so I'm not worried about that. My problem comes from the fact that knowing that the party basically has a contained Graveknight, he's expressed an intent to sell it if the group figures out what they have.
Most of the party is Neutral (or on the edge of evil), and the one Good party member may protest but be overruled on the grounds that, and I quote "Saving the world is EXPENSIVE" and no one really cares about the rights of undead monstrosities anyway. The party not only has access to teleportation, but actually have a base in Katheer and contacts in Okeno, so they have have access to both massive legitimate and slaver markets. So they have the means to sell it, and the moral flexibility to entertain the idea.
So if the party does decide to sell the captured Graveknight off to a collector, evil warlord, or necromancer, how much money do you think they could get for it?

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Some of my players haven't read a great deal of Lovecraft, so I gave them a link to a bunch of Lovecraft to read so that they could brush up if they wanted to. I was going to just post links to the stories that contain things I've actually seen show up in the AP so far, but I discovered that there were too many stories for me to list in the quick post I was making for my players. So, both for my amusement and the possibility someone else may want it, here is a list of Lovecraft stories and what from them is in the AP.
At the Mountains of Madness - Elder Things, The Thrushmoore Terror - Shoggoth, The Whisper Out of Time.
The Dream-Quest of Unknown Kadath - Gugs, Ghouls, Zoogs and the Enchanted Woods, The Bloodwind, Denizens of Leng, Moon-Beasts - Dreams of The Yellow King - Pretty much everything in Dreams of The Yellow King.
Beyond the Wall of Sleep - Zandalus, In Search of Sanity.
The Doom that Came to Sarnath - Sarnath and the doom that comes to it, Dreams of The Yellow King.
Celephaïs - Celephais, Dreams of The Yellow King.
The Nameless City - Abdul Alhazred The Mad Poet and the Necronomicron, Dreams of The Yellow King.
The Music of Erich Zann - Viol found by the furnace, In Search of Sanity.
Pickman's Model - Leng Ghouls, Dreams of The Yellow King.
The Dunwich Horror - Spawn of Yog-Sothoth, The Whisper Out of Time.
The Shadow Over Innsmouth - Skum, The Thrushmoore Terror.
The Dreams in the Witch House - Ratlings, In Search of Sanity - Elder Things, The Thrushmoore Terror.
The Shadow Out of Time - Yithians and flying polyps, throughout the AP.
Those are all the definite references, though there are many more throughout other Lovecraft stories, such as more references to the Necronomicron and the Mad Poet, references to Shub-Niggurath, possibly the origins of Xhamen-Dor, plus more asylums than you can shake a stick at.
Then there are the Lovecraftian stories that weren't written by Lovecraft himself, but by his friends and contemporaries:
The King in Yellow (Robert W. Chambers)- Carcosa, In Search of Sanity and The Thrushmoore Terror, The Yellow Sign and Keeper of the Yellow Sign, The Thrushmoore Terror, and Hastur, throughout the AP.
The Shambler from the Stars (Robert Bloch) - Star Vampire, The Thrushmoore Terror.
The Hounds of Tindalos (Frank Belknap Long) - Hounds of Tindalos, The Thrushmoore Terror and The Whisper Out of Time.
So obviously, Strange Aeons is Lovecraftian as %$&*. But I'm pretty sure I missed some! Anyone else know of where some of the things we see in this AP come from?
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I will admit, I am a Monty Haul GM. I manage to rein myself in most of the time, but it is a natural predilection that I have to fight. But I'm going to be running a thing where crazy go nuts flinging out massively overpowered loot makes perfect sense for reasons. I love it!
The problem is, while some classes are easy to smash in the face with magical items that makes them giddy (Paladin? Holy Avenger, done.) others not so much. What do you get the bard that has everything? What does a Brawler dream of? So I need a bit of help coming up with super awesome stuff for each different class. The items need to be worth 40,000-100,000 gold to even come close to matching the items written into the thing I'm running, and the more unique the better.
So anyone have any ideas to help me out?

So in a game last night the subject came up over the spell Shadow Conjuration, in which you use shadowstuff from the Shadow Plane to mimic a conjuration spell of 3rd level or lower.
Shadow Conjuration has Verbal and Somatic components, but no material components. However, many of the spells that Shadow Conjuration mimics DO have material components. Would you actually need to use the material components of the spell you are mimicking when you cast Shadow Conjuration, or is the quasi-real shadowstuff all that is required as you aren't actually casting the conjuration spell, just an imitation of it?
The question isn't that important when you are using Shadow Conjuration to mimic Create Pit or Summon Monster, but it does get kinda important when you are casting spells where the material components directly affect the spell, like Storm of Blades or Pellet Blast. In these spells the result of the spell is directly tied to what material component you use, the type of sword or the material of the pellet. So what happens?
If material components aren't required, can you say that your shadowy pellets are facsimiles of adamantine to overcome damage resistance, or that your shadowy swords are all falchions? Giant falchions?
You can see where the question comes in.
I know the price has to be out there somewhere, but I can't for the life of me find it.
How much does it cost to buy scroll off the Inquisitor spell list? As in a spell that isn't on the lists for the wizard or cleric, or the list for bards, or the list for paladins or ranger or any of the other classes listed on the scroll crafting classes on the PRD. Is it the same as the paladin/ranger list prices, the bard list prices, or the cleric/wizard list prices, or is it a separate list of prices altogether??
And if it is a separate list of prices, how much would it be for a level 1, 2, 3 or 4 spell?

I've been kicking this idea around in my head for a while just as a fun thing to think about, and wondered what everyone else could come up with.
The premise is the fact that the antipaladin code for Norgorber includes such things as encouraging ignorance in others, never taking credit, working in the shadows, and never fighting fair. Which to me means that one would never join a party and say 'Oh yeah, I'm an antipaladin of Norgorber.' They'd lie. They'd hide their abilities. They'd pretend to be something else.
So how would they do it? What feats, skills, spells, multiclassing, etc, do you think an antipaladin of Norgorber could use to make themselves appear to be something else to their party? What would they appear to be? A rogue or a bard? A fighter or bloodrager? A magus? Warpriest or Inquisitor would be too easy, and would require them to reveal they're deity, which would ruin the point. Unless they could hide that too...
So what does everyone think? if you were playing an antipaladin of Norgorber, how would you hide what you are?

First off, I know this isn't optimized at all. However in the Skulls and Shackles campaign I'm in my Sea Singer bard has obtained a magical boarding pike, which is a 1d8 reach weapon she can use.
The GM of the campaign has made it clear he isn't fond of the 'magic item store' approach to games, so we are encouraged to use what we can find or make ourselves as opposed to planning on going shopping for our gear. As any nice magical 1-handers she could use will likely go to the group Swashbuckler, and as she's not designed to be a front line fighter anyway, I figured why not keep and use this weapon?
The thing is I haven't really designed a character that used reach weapons before, so I'm not immediately familiar with what is available to make them more efficient. Also, this is my first time playing a bard, so I'm not entirely familiar with what is available to them either! So any advice would be useful.
Currently it's a Half-elf (shoreborn) Sea Singer bard at level 3 with a 12 Str, 14 Dex, 18 Char, and enough bonuses to profession:sailor to make the any DC of 20 or lower pretty much auto successes. She took Weapon Finesse at level 1, but that will likely get retrained, and Phalanx Formation at level 3 after some frustrating missed AoOs due to soft cover. The character concept is to be the party face/group buffer/ship captain, and not necessarily a combat heavy hitter.
While reading the new Guide to PFS Organized Play, browsing through the new factions, I was stunned to see the phoenix emblem beside the sovereign courts entry. Because I know that phoenix, I've seen it before when I was looking for phoenix tattoo ideas. While many of the separate lines of the original stencil design are filled in, everything else form the shape of the head to to curl of the wings is identical to design that has been floating around the web for years.
It highly disappointing that Paizo could no be bothered to design original artwork for the fact emblems.
See one of the many images of the phoenix tattoo stencil here: http://www.tattoocanyon.com/72-phoenix-tattoos/3055-tattoo-style-stencil-fr ee-download-43224-phoenix-bird/
On the additional resources page is says the "Harrowing" Spell from the Inner Sea World Guide is not legal for PFS play. However, the "Harrowing, Greater" spell from the Harrow Handbook, IS legal for play.
Why is one legal and the other isn't? Is it possible that it should have become legal when the changes made to most other Harrow related abilities became legal and was just overlooked, or should the Greater Harrowing been rendered illegal for play as well? Or is there something about the regular Harrowing Spell that the Greater Harrowing doesn't have that renderes in unsuitable for PFS play?
Also the "Harrowing" spell listed in the instruction booklet that comes with the Harrow Deck is not listed anywhere in the additional resources. While is is the same spell as the one in the Inner Sea World Guide, it is described in this independent document and thus the Harrow Deck likely requires its own additional resources entry.
I was thinking of putting together a Cartomancer Witch, however I think the art of the Paizo Harrow Deck is so cartoonish and ugly that I can't justify buying it. Now while the other archtypes in the harrow book like the inquisitor and the magus both have automatic level granted abilities that involve pulling cards from the deck and thus require actually having a deck, the witch does not.
If I never took any hexes or spells that involve pulling a card from a deck, would I actually need a deck? Or would simply having the harrow book suffice for legal PFS play of a cartomancer?

So yesterday after the first session of a new campaign as I and my group and my DM were standing around just generally talking, character faiths came up and he asked who we all worshiped. The elf followed Calistria, the ninja thought about it and said he'd decide between Desna and Norgorber before next session, but I was at a loss.
Who, or what, would a Winter Witch worship? And not just a witch that decided to get wintery, but a full force, decended from Baba Yaga, took Noble Scion to back up being close to the throne, winter (patron) witch, Winter Witch (archtype), Winter Witch (prestige class eventually).
All the dieties that I have found that have anything to do with Ice or Winter don't seem to fit at all. Theres the dragon empire god of volcanos and winter, but why would someone who can't even cask spark worship a volcano god? There's the demon lord of cold Kostchtchie, but he wasn't even a demon until Baba Yaga made him one, and he's at war with Irrisen. The Elemental Lord assiciated with ice is the Brine Lord, but why would they worship a sea god in a landlocked country?
Obviously there is Baba Yaga herself, but I can't find anywhere that shows she is worshipped by anyone, despite her demon lord creating and then beating up levels of power.
So doesn anyone have any ideas for who or what in the world my Witch could worship, if she worshipped anything at all?
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