Clanartus Viliras

Satanic cultist's page

36 posts. Alias of Michael Johnson 66.


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Apparently unwilling to see what Johann’s bear form is capable of, Guido spills the beans...

No! No! Please! I will tell you! We... we are supposedly restoring the aqueducts in preparation to defend the city from the coming dragon attack... In reality, we are preparing to facilitate the holocaust by introducing flammable oil to the water when the hour falls! Our master, Filippo Brunelleschi, is a servant of Lucifer! And I... I have made a deal with the Devil as well!


The man appears to be a Roman laborer, by his common work outfit.

I am Guido, a muckraker serving Filippo Brunelleschi in the project to restore the aqueducts! This...shapeshifter!...snatched me after striking down three of my fellows in the shape of a great cobra!


Johann Kaltgeboren- Cobra! wrote:

For a second there I was thinking maybe Johann is overpowered, but... nah. That probably is what a 20 foot long intelligent snake would do in real life too.

With a quick slither, the snake lunges at the remaining cultist and wraps around him!

[dice=grapple]d20+14

Johann decides to forgo the extra Kraken damage as he intends to drag this one back to Cardinal Lucius alive!

Especially a 6th level intelligent cobra vs 4 first level mooks lol...

Cobra Johann coils tightly around the last of the cultist laborers, who gasps a breathless cry for help, which albeit strangled, echoes back up the passage to their leader...


Johann Kaltgeboren- Cobra! wrote:

There are four of them... they carry only small pointed blades. Yesssss... yessss....! I can deal with sssuch.

Johann's snakely mind starts to interfere with his better judgment. He slithers forward thirty feet and readies an attack to strike as they approach him! He takes a swift action to adopt the minor snake form!

In snake form, Johann gets 2 AoO a round, and he has 10 foot reach. So as the men hopefully rush him, he will get off three attacks... 1 readied attack and 2 AoO. Minor snake form gives him an additional +2 to hit on AoOs.

The four cultists approach with obvious apprehension... Johann’s forked tongue tastes their fear in the dank air... And no sooner do three of them get within ten feet of the deceptively coiled serpent hero when Johann strikes all three down and out in a matter of seconds! The fourth hurls his dagger from ten feet away... 1d20 ⇒ 3...harmlessly bouncing it off the tunnel wall!

AAAAAIIIIEEE!!!


Four figures appear out of the gloom from the right bearing torches and drawn daggers...

In Italian: Zounds! A snek!

Initiative 1d20 ⇒ 12... Johann go ahead and roll your own initiative... They start encounter about 60 ft away...


Johann Kaltgeboren wrote:

Johann knows that the Cardinal is probably right, but even one more lost life is not worth an organ concerto, and there are also baby snatchers out there. Over the next several days, until the group goes back to the Catacombs, he sleeps during the day, and patrols the known entrances to the catacombs at night. A few hours here, a few hour there, his sharp eyes easily observing things by the moonlight and starlight that others would miss.

[dice=perception]d20+10

well shoot

Johann’s intentions to remain vigilant are hindered by the many fascinating distractions the outlying districts of Rome have to offer: acrobats and jugglers performing in the streets for silver florins, musicians plying their trade for the same, and food vendors selling delicious-smelling fare from carts... He fails to notice the coming and going of a few dark-robed figures entering or leaving Catacombs entrances...


The cultist whose face Johann has bitten off screams in terror and despair at the thought of going on without a face... The unbearable thought drives the already unstable Roman over the edge! He leaps to a terrible death in the firepit, where his black robes immediately ignite!

AAAAAAAIIIIIIEEEEEEEE!!!

In a matter of seconds, the cultist is consumed by the roaring flames!


Zagathoth wrote:

Zagathoth takes off running as soon as bearman does. He doesn't understand what's going on in the firelit chamber but its clearly a fight and that's all he needs to know. Without breaking stride, he charges the nearest skullman and hacks at it with his falchion...

[dice=power attack (charge)]1d20+6+2, [dice=for]2d4+9

Zagathoth’s falchion shears through cloth, flesh, and bone, and the cultists’ left arm flies away from his body, spraying blood!

AAAAGH!!

The east most cultist collapses on the floor in an expanding pool of blood!


Johann Kaltgeboren wrote:
Infant boy wrote:
as its little body is consumed by the flames

gahhhhh!! screams me

"GAAARRRRGHHHHHHHHH!" screams Johann and he bites down on the west cultist's face!

[dice=Bite Attack & damage]d20+4; d6+2 str 2 bab 2; str 2 patt 2

In Italian: AAAAAIIIIEEE!! MY FACE!! It’s EATING my FACE!!!


The Ogon Fox wrote:

His eyes widen in horror as he first hears the wailing baby and the soft (at first) chanting...as Johann charges off, Ogon is quick to follow, fists clenched and bristling with lightning. When he reaches the room he maintains some distance (but not more than 30ft) and throws a bolt of lightning at the cultist not already engaged in melee with Johann.

[dice=Ranged Mystic Bolt vs normal AC]1d20+3
[dice=Electric Damage]1d6

The Fox’s mystic bolt sizzles and crackles into the east cultist’s flesh!

GNAAAAAAAACH!!


The two masked devil-worshipping baby-killers are caught completely off guard by the sudden appearance of the furious Bear!

Surprise round, Johann begins adjacent to his choice of east or west cultist!


Johann charges like an enraged mother grizzly protecting her cubs into the hexagonal chamber (area 14) to the north...

Here, he encounters a chilling and infuriating scene: a pair of black-robes figures wearing skull-face masks are standing to east and west of a diamond-shaped firepit at the center of the chamber, in which roaring orange flames leap halfway up to the twenty-foot-high ceiling...


MOLOCH!! SOG MORDROX FERNIX VICTIMAS!!

Infernal:
MOLOCH!! CONSUME THIS VICTIM IN YOUR DEADLY FLAMES!!


From the north can now clearly be heard by all:

MOLOCH ASHK NOXT GRAVAX!! MOLOCH ANGULF HABRAX!!

** spoiler omitted **


Mingled with the infant’s crying are sinister voices chanting in an evil-sounding tongue (Infernal)...

MOLOCH ASHK NOXT GRAVAX!! MOLOCH ANGULF HABRAX!!

Infernal:
MOLOCH ACCEPT THIS SACRIFICE!! MOLOCH BE PRAISED!!


Hisao of the Yellow Reeds wrote:

One more question for the cultist

Où undergound est nécromancien?

The Necromancer lairs in a vault deep in the catacombs, west of where you....stopped the sacrifice....and down a winding stair....a moat of vile waters, in which the Dread Guardian swims, surrounds his underground island.... Beware the Dread Guardian! And beware the Necromancer! He will try to add your bones to his army of skeletons! Or feed you to the Dread Guardian....


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Paddy wrote:

Paddy watches as Iommi questions the cultist.

[b] If ye aren't getting any answers, I might be able to persuade him into answering. It would be to his benefit if he did....[b] Paddy says with a rather disturbing grin on his face as he twirls a dagger.

[dice=intimidate] 1d20+7

The cultist cringes at the deft display of daggerwork and avoids making eye contact with Paddy, clearly intimidated by the rogue....


Alphonse Veritas wrote:

"We will forgive, but not forget." Alphonse warns.

"You will still be punished for your crimes, but you may yet save your eternal soul, and redeem your actions in the eyes of our Lord, if not in our ortal courts."

[dice=Diplomacy]1d20+9

Grasping Alphonse's hand, the man kisses it and weeps.


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Akio Derick Ryuu wrote:

Akio walks towards the man, listening during the questioning.

He speaks at the end.
[Dice=sense motive] 1d20+6
[Dice=sense motive] 1d20+6
[Dice=sense motive] 1d20+6

my friend. Long have you lived in darkness, long have you followed its trail, but now you see the strength of that evil is small, and only illusionary, the path you noe walk will be hard, and difficult I am sure, but with strength in yourself, and the will to do what is right you will be fine. Like this god of the land here, I will forgive you of your past, however I will ask one thing of you as you start this journey. Lead us to this leader of yours. Take us to the heart of this snake. You can do this yes?

[Dice=diplomacy] 1d20+7

The cultist blanches in terror....

Please have mercy, Monsieur! I cannot do this! He would make ghouls or walking corpses of us all! Hang me if you must....but please....let me give confession....and take once more the body and blood of Our Savior before I meet my fate....

He breaks down in sobs of remorse and grief for a life ill spent....


Hisao of the Yellow Reeds wrote:

In French

Where did you get the little one? Hisao asks curiously.

From Madame Jezebel's brothel, here on the isle.... A harlot's babe....


Iommi-Tyr Magnusson wrote:

Cleric of christianity, we have also a prisoner -- a cultist of Jesus's enemy. We would like to ask him questions before descending again to the bowels. Do you have a cell or private office for which we can do this?

(Iommi-Tyr Magnusson, though he respects Father Renaud and acknowledges his authority in Notre Dame, does not serve the christian god and does not accept christianity as being an authority over "Evil" -- Thus, Iommi-Tyr Magnusson does NOT want to leave the cultist under the authority of the clerics of Notre Dame.)

Questions for the devil worshiper:
If you truly renounce Satan as you said in your surrender, answer these questions openly and honestly, and get our support & request for leniency in your trial.

I shall, Monsieur!

Do you know the traitor-cleric of Notre Dame; were you in league with him?
[dice=Sense Motive]1d20+8 +1d6

Pierre Le Sorcier? Oui, Monsieur! He is our leader in France....

Explain what ritual you were doing with the infant and for what purpose(s) it had specifically to your cause.
[dice=Sense Motive]1d20+8 +1d6

We were going to sacrifice the infant at midnight to appease the Devil in preparation for an augury.... We wanted to know if Domesday was nigh, sir....

Were your deeds connected to, and in what way were they connected to, Conflagratius and his horrible arrival from Mercury?
[dice=Sense Motive]1d20+8 +1d6

The dragon is known to us.... By another name.... A secret name.... Foretold by the Apostle John.... His true name is..... Wormwood.... And he heralds the end of days!

Are there any more prominent figures such as Clerics, Lords, Parisian military officers or even Merchant lords who secretly serve Satan with you and who are they? Name any others that you know.

The cancer runs deep, sir....

[dice=Sense Motive]1d20+8 +1d6


The cultists, clad in black robes and cowls, and masked with skull face masks, bore masterwork cold iron daggers (3), silver necklaces with inverted silver crucifixes inlaid with tiny bloodstones (3), and Satanic rosary beads with human teeth and finger bones in place of beads and inverted crucifixes (3). One of the three (the one tortured to unconsciousness by Nacht) also has a black leather scroll tube tucked in the rope cinching his waist....


Hoenheim Dobberkau *Nacht* wrote:

Uh.. Oh..

The man fell to his knees pleading for forgiveness. It was a fleeting chance at survival. He pleaded and whined... and it stirred something in Nacht. A memory, one of.. pleading.. or screaming.. of praying.. of Jesus being called.. A face in anguish.. a knife being heated up and applied to the skin. Nacht's eyes turned red.

" Sie sind nicht nicht annähernd genug schreien genug .. " his disposition changes the strikes going for areas that would cause the most pain rather than to kill, then to kill. It was brutal

** spoiler omitted **

It would also ping if he was higher level or a cleric of some kind

AAAAAAAAAAAAAAAAAAAAAAA!!!!!!

The cultist twists and shrieks in agony as The Beetle Man tortures and mortified his flesh....

He collapses, eyes rolling back in his head as he loses consciousness.....


One wounded cultist remains standing.... Even with the skull mask hiding half his face, his growing terror of imminent doom is apparent!

In French: I renounce Satan and all his evil works! Forgive me, Lord Jesus! Have mercy on my wretched soul!

Dropping his dagger, the cultist drops to his knees before Nacht and raises his hands together in a pleading or praying gesture....


Akio Derick Ryuu wrote:

Akio will take 3 turns to do the following-

full move up to the child,
whatever action to pick up child,
full action withdraw with child in tow.

I cannot allow a child to be harmed, there is no honor in this!

in japanese
in death as life, you have shamed your ancestors.

acrobatics to dodge AoOs.

Tumbling past the cultists, the nimble samurai snatches the wailing infant from the altar, then reverse somersaults backward past the cultists again, drawing two AoOs as he does so....

AoO 1d20 + 3 ⇒ (1) + 3 = 4 misses....

AoO 1d20 + 3 ⇒ (15) + 3 = 18 nicks the samurai's thigh for 1d4 + 1 ⇒ (1) + 1 = 2 piercing damage with a curvy dagger!


Jimeno Díaz de Vivar wrote:

Taking a night away from mypc and the thread blows up in my face.

Jimeno will stab at a cultist that tries to cast.
[dice=AoO]1d20+4;1d8+4

Next round
Jimeno moves over trying to flank a cultist if possbile, but using his reach to threaten the cultists and attack one from a distance.

[dice=Attack]1d20+4;1d8+4

Jimeno keeps the second cultist dodging madly to avoid his thrusts, only to move into Hisao the ninja's deadly thrust!


Hoenheim Dobberkau *Nacht* wrote:

I think Jimeno is close and has reach so he would at least get an attack with the lance as an AoO maybe. Also one of the cultists needed to make a DC 14 will save.

Round 2
=======

Nacht moves up and tries to skewer one of the cultists to death.

[dice=Multi Longsword Slash]1d20+2; 1d8+3
[dice=Multi Gladius Slash]1d20+2; 1d6+1
[dice=Multi Gladius Slash]1d20+2; 1d6+1
[dice=Multi Gladius Slash]1d20+2; 1d6+1

A flurry of cuts on the third cultist leaves him pale and gasping in pain!


Hisao of the Yellow Reeds wrote:

Round 2

Let's just say my first crap roll was my Aoo
[dice=second round attack on injured cultist.]1d20+5+2;1d6+1+1d6

AAAAARRRGGGGGGHHH!!!

The ninja appears out of the shadows and misses with his first attempt to disrupt the cultist's spell, dodges the roaring cones of flame (mostly.... He stills takes a total of 6 fire damage from the two burning hands spells), and slips a retaliatory thrust past the cultist's guard and into flesh! The second cultist falls, succumbing from multiple wounds....


Paddy wrote:

Paddy dances out of the way if one ray, only right into the second. The flames do not seem to hurt the crazed Irishman much.

Oy, you little bugger....you singed my favourite cloak....I like this cloak.

He then shoves hus rapier towards the face of the cultist that hit him.

Paddy's rapier thrust takes the nearest of the two remaining cultists in the chest as he chants and forks his fingers....

Concentration check vs DC 15 to get off the burning hands 1d20 + 5 ⇒ (20) + 5 = 25 succeeds!


Hisao of the Yellow Reeds wrote:

Round 2

Let's just say my first crap roll was my Aoo
[dice=second round attack on injured cultist.]1d20+5+2;1d6+1+1d6

Stabbing the cultists that Paddy stabbed earlier, bringing him closer to death!


Fray Manuel Jose wrote:

** spoiler omitted ** in Spanish

Knowledge Religion Check to see what they are doing 1d20+13

Iniative Check
1d20+1

He is going to attempt to begin to preach to them and fascinate the nearest cultist to teh baby DC 14 Will

Will vs DC 14 fascinating sermon 1d20 + 3 ⇒ (1) + 3 = 4 succeeds! This cultist places a doubtful hand on the infant, almost as if to protect it, as Fray recites the Beatitudes....

Will vs DC 14 fascinating sermon 1d20 + 3 ⇒ (17) + 3 = 20 fails! This cultist ignores Fray's assertion that the meek shall inherit the Earth....


The cultists fork their fingers at the adventurers and intone words of evocation, causing hellfire to spring out from their hands and blaze the advancing intruders!

Alphonse, Nacht, Hisao and Paddy must each make two Ref saves, DC 12, to avoid the burning hands that sear for 3d4 ⇒ (1, 3, 2) = 6 and 3d4 ⇒ (2, 1, 3) = 6 fire damage respectively!


Paddy wrote:

[dice=initiative]1d20+10

Padfy dashes forward and tries to run one of the cultists through with his rapier.

[dice=attack]1d20+5; 1d6; 1d6 rolled sneak attack in case it applies]

[ooc] edit...forgot to do action

Paddy's rapier sinks into the second cultists, who screams in agony!


Alphonse sweeps the head of the cultist wounded by Nacht off of his shoulders with a bold stroke of his scythe!


Hoenheim Dobberkau *Nacht* wrote:

Nacht's insectile legs buckle down and shoot him off in a burst of speed landing right next to the middle cultist and slicing at his head. He had little care for the child but he was sure one of them knew something. So only one needed to be alive.

[dice=Charging Ant Longsword Slash]1d20+6; 1d8+3

Nacht's blow slices deep, drawing blood and a startled cry of pain and alarm from the skull-masked cultist!


Three black-robed, hooded figures wearing skull masks stand near the unholy altar, one laying what appears to be a sedated human infant upon the altar!

They turn to face the adventurers as they enter the gallery....

Initiative 1d20 ⇒ 6

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Dark Archive 4/5

Anybody else seen an uptick in disruptive play from players who are playing goblin characters? Maybe it's just that my play style differs greatly from the style in my new location, but I don't find it particularly enjoyable to spend my time cleaning up after a character that, in pf1, would've been arrested in the first act.

Grand Lodge

I wondered if folks might give me some feedback on a custom creature. Any idea the level such a creature should be? I don't know exactly what the stat modifiers are just yet:
---------
Clockwork Golem
Slam +15
Athletics +13
Reaction: When an attack misses the clockwork Golem by <5, the Golem may use its reaction to attempt to disarm the attacker. If it does so, it may hold (but not wield) the weapon
1 action: if the Clockwork Golem begins its turn holding a disarmed weapon, it may apply its slam damage to the weapon as an action (no attack trait)
AC 22
TAC 20
HP 115
Resistance: physical 5 except adamantine

Immune: mind affecting and Critical Hit damage (special)

Vulnerable: on a critical, instead of applying extra damage to the golem, apply it as you would an object with hardness 5 (apply non-crit damage normally). The Clockwork Golem can take two dents without becoming broken, but each dent applies a -2 penalty to all dice rolls (including damage) and -2 to AC. A broken Clockwork Golem does not function, but it may be repaired by an expert craftsman. A destroyed Cloclwork Golem cannot be repaired and is a total loss.
--------
Thoughts?

Grand Lodge

1 person marked this as FAQ candidate.

When a telekineticist uses Foe Throw, is she subject to the weight limits of Telekinetic Blast?

Ability links:
Telekinetic Blast
Telekinetic Haul
Foe Throw

Arguments in favor:

  • Foe Throw begins with the text "Your telekinetic blast..." then modifies what Telekinetic Blast does. It is also an infusion, and the conceit of infusions is they they modify your base blast ability. At no point does it state that it changes the weight limit.
  • Telekinetic Haul increases your weight limit sufficiently that at level 6 (the earliest one could take Foe Throw) you should be able to throw most medium-sized creatures.
  • (Circumstantial at best) Without a weight limit, a kineticist may throw a huge or larger creature (on a failed save, which is unlikely for most huge+ creatures) by accepting a single extra point of burn. This burn can be decreased with infusion specialization as any other infusion.

    Arguments against:

  • Foe Throw does not list a weight limit, and telekinetic blast is not capitalized, indicating flavor text rather than rules text.
  • Most stat blocks do not list a creature's weight. This leaves it entirely in the hands of the GM.
  • The Foe Throw ability does not list Telekinetic Haul as a prerequisite, but without it, if the weight limit applies, FT is basically useless.
  • The verbiage describing a weight limit directly modifies "object", so when Foe Throw replaces "object" it takes the adjective clause with it.

    After a Facebook discussion on the subject devolved into "you're wrong and a dumb#@& because your disagree with me" I thought I'd bring it here (where we have such a reputation for cool heads? Lol.) No, where maybe we can get a devs attention or a FAQ ruling if it feels enough people disagree.

    Please discuss! Also, if no clear rules answer from the text or a developer becomes evident, please FAQ. Thanks!

  • Grand Lodge

    My question: Does a +1 Arrow fired from a +1 Evil-Outsider-Bane Bow at an evil outsider bypass DR/Silver or Cold Iron?

    Some relevant sources:

    FAQ wrote:

    Magic Ranged Weapons and Ammunition: When a ranged weapon shares its enhancement bonus with its ammunition, does this count as “true” enhancement bonus or more like a temporary bonus like greater magic weapon? In other words, does the shared enhancement bonus allow the arrow to bypass damage reduction as if it was cold iron, silver, adamantine, and aligned?

    No, other than the ways indicated in the Core Rulebook (if the ranged weapon is at least +1, they count as magic, and if the ranged weapon is aligned they count as that alignment as well) the enhancement bonus granted to ammunition from the ranged weapon doesn’t help them overcome the other types of damage reduction. Archers and other such characters can buy various sorts of ammunition or ammunition with a high enhancement bonus to overcome the various types of damage reduction.

    source: link

    prd wrote:

    01–12 01–08 01–04 Bane(2) +1 bonus

    ...snip...
    (2) Bows, crossbows, and slings crafted with this ability bestow this power upon their ammunition.

    source (which is much more readable): link

    So my question, I suppose, depends on the answer to this question:
    When a Bane bow is fired, is the BOW getting the benefit of Bane, or is the ARROW getting the benefit of Bane?

    Because if the BOW gets it, it then passes on its hit/damage, but the ammunition does not count as +3 for DR purposes. If the ARROW gets it, then the +1 the arrow has and the +2 from Bane make the ARROW a +3 arrow for all purposes, including DR.

    I appreciate your responses!

    Grand Lodge

    I looked, but I couldn't find another thread.

    Oracles who cast modern spells get cure or inflict spells in addition to their spells known.

    That language is conspicuously absent from the description of wordcasting oracles

    Ultimate Magic wrote:

    Oracles and Sorcerers

    Oracle and sorcerer wordcasters gain bonus spells from their mysteries or bloodlines respectively, just like their spellcasting counterparts, and can cast these spells in addition to their wordspells by using up the appropriate spell slots. They can exchange effect words for new effect words according to their normal progression, but may not exchange their mystery or bloodline bonus spells

    I know pretty well that in the rules forum, I'll get a RAW answer. I guess my question is whether people think it's also RAI that oracles have one fewer known spell per level if they are wordcasters?

    Grand Lodge 4/5

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    John Compton wrote:
    And with that, we're back to developing more scenarios, sanctioning more playable content, and working toward our best convention season yet!

    I hear there's a Drowned City whose seers could use some official Pathfinder Society sanctioning...

    :)

    If you're looking for suggestions, that is.

    Grand Lodge

    Is there a price in the book for purchasing a diminutive bird? I was thinking of buying a thrush and keeping him in a cage for my next PFS character - an Archaeologist bard.

    If the bird dies, time to cast Air Bubble and get out!

    Grand Lodge

    Based on the following:

    CRB p. 208 wrote:
    You can cast a spell at a lower caster level than normal, but the caster level you choose must be high enough for you to cast the spell in question, and all level-dependent features must be based on the same caster level.
    CRB - Magic - Special Abilities wrote:

    Usually, a spell-like ability works just like the spell of that name. A spell-like ability has no verbal, somatic, or material component, nor does it require a focus. The user activates it mentally. Armor never affects a spell-like ability's use, even if the ability resembles an arcane spell with a somatic component.

    A spell-like ability has a casting time of 1 standard action unless noted otherwise in the ability or spell description. In all other ways, a spell-like ability functions just like a spell.

    Spell-like abilities are subject to spell resistance and dispel magic. They do not function in areas where magic is suppressed or negated. Spell-like abilities cannot be used to counterspell, nor can they be counterspelled.

    If a character class grants a spell-like ability that is not based on an actual spell, the ability's effective spell level is equal to the highest-level class spell the character can cast, and is cast at the class level the ability is granted.

    Can a kineticist choose to use a kinetic blast as though they were of a lower level? That is, could a level 10 kineticist choose to fire a 1d6 + half con simple energy blast as though they were a level 1 kineticist?

    Grand Lodge 4/5

    I'm running this at home, outside of organized play. (It's not sanctioned for campaign mode, so no chronicles.)

    The first room is as far as we got, and it took three hours!

    Does anybody have any idea how long this module typically runs?

    Grand Lodge

    In the Golarion universe, do dragons tend to work alone, or have they been known to work together?

    Grand Lodge

    I've posted on product discussion, too, but I wasn't sure which location was appropriate, so I cross-posted. Hope you don't mind!

    The Glyph of the Open Road (Pathfinder Society Logo, Logos package, Community Use Packages) is monochromatic, black-on-transparent.

    I'd like to personally embroider the glyph onto a custom dice bag, and I was going to use gold. Would that be an acceptable use? The policy says not to change the color, but since it's monochromatic, I thought maybe.

    Second, with a product like a dice bag, it's hard to incorporate the CUP statement into the item itself. Would a printed copy included with the dice bag (which I'm giving as a gift) be sufficient, or would I need to put it on a tag?

    Thanks so much!

    Grand Lodge 4/5

    I'm running this tonight. I've been doing a bit of research, and I can't come up with a solid answer.

    The Haunt on p14 doesn't offer a save. It does, however, mimic a spell that DOES offer a save. d6+str is not likely to kill anyone. But it seems unusual to ask a PC to harm themselves with no save.

    Grand Lodge 4/5

    I now what the rules say, under the brew potion feat, concerning making choices at the time of brewing. Potions of Lesser Restoration should be tagged with an ability score. (Potion of lesser restoration (constitution) )But they're often not. In the wild and on chronicle sheets, you'll find plenty of examples of untagged potions.

    Has there been a campaign clarification about hand waving that requirement? I'll be honest, I didn't know it existed until earlier this week, and I'm going to have to go back now and change my characters' inventory to include tags.

    I've also never seen it enforced. So I'm curious. Is this a requirement i should be using?

    Grand Lodge

    I'm planning a long battle. Like, a solid four-hour dungeon crawl. Our heroes have a way to track down the baddie who's been plaguing the town, but she's got time to prepare.

    I don't imagine they'll have much time between battles to rest. If they do, they'll probably have a fight during one of the watches. How do I rate the CR of the fights at the end of the battle to represent their depleted resources?

    Grand Lodge

    I am constructing a witch to be the "Big Bad" for the sleepy little town my PCs started in. I'm pairing her with some undead of my own creation that function in almost every way like burning skeletons, except they deal negative energy damage instead of fire, and their aura empowers negative energy effects within 5 ft. (CR1)

    My party is well-built, balanced, and tactically intelligent. They handled a CR6 encounter at level 2. I'm trying to decide at what level to bring in the witch.

    I can't wait too long, as the build loses effectiveness pretty quickly.

    She can control (L) HD of undead, so if I brought her in at 6th level, she'd have 2 channel dice, 6 minions, and level 3 spells. She'd be CR5, and each of the skeletons would be CR1, resulting in a CR7 encounter. But most of the power is centered in one creature.

    Mm, she also has animate dead as a patron spell, and could conceivably raise 12HD of undead in one go (twice caster level, right?). I'm also unsure of how that interacts with bone thrall, though it would appear she has both pools of undead to pull from. Maybe she'll raise a skeletal T-Rex if she gets in trouble. We're in the mwangi expanse, after all.

    Is this challenging or a TPK in the making? What kinds of tactical advantages should I give the PCs to make this fight a fight worth remembering?

    Grand Lodge

    Euphorica is a fairly interesting drug. But RAW it doesn't effect potions - only spells cast.

    If I were to have it affect cure potions in a home campaign, how do you suppose I would let people detect it? Spellcraft 16 is just going to get them the Cure Light Wounds spell. How do I get them the rest of the way? Treat it like a cursed item?

    Grand Lodge

    Bracers of armor +1/spell storing

    Since the bonus is a force effect, it works vs. Incorporeal creatures. Would that mean the spell stored would be cast on an incorporeal creature?

    If the same character is wearing +3 full plate, do the bracers still work vs. the incorporeal? It says they shut down in the presence of more powerful armor, including their enhancements.

    Might be fun to run around with a cure critical stored in your bracers. Never ever goes off until the shadow tries to steal your soul...then smack!

    But it's a significant waste of money if you aren't regularly encountering incorporeal undead. So it's mostly a curiosity.

    Grand Lodge

    Any ideas how to estimate the cost and caster level to create this item?

    I'm trying to figure it out for balance purposes, mostly. All of the players in this game get a custom item, and I'm trying to be sure they balance.

    Item: Evoker's Wand of Spontaneity
    Ability: Provides Spontaneous Evocation spell slots to casters

    This item allows the spontaneous casting of any evocation spell that the user knows or has prepared that day. The user is granted a number of charges equal to the highest level of spell he or she can cast. These charges correspond to spell levels. A level one spell may be cast using one charge, a level four spell using four charges, etc.. This wand can be used to cast level 0 evocation spells and their racial spell-like counterparts as cantrips, regardless of whether the user is able to cast level 0 spells as cantrips.

    When this wand serves as an arcane focus, it may be used to cast a single spell from either spellbook or spells known once per day as normal. However, if the spell cast is from the Evocation school, and if the wand has sufficient charges remaining, those charges can be used to apply any single metamagic feat the user knows. The user must be able to cast a spell at the resulting spell level, and using the wand in this manner is a full-round action.

    Grand Lodge

    When one casts a touch spell, one receives a free touch attempt in that round. That's undisputed.

    But could you use that free attempt to feint? What about to aid another's attack?

    I'm playing a buff/heal oracle, and I don't have that many offensive options. The party fighter has picked up an intelligent sword that has a habit of teleporting him to the other side of the battlefield, and that leaves the rogue without a flank buddy.

    I'm considering picking up a wand of inflict light and the Feint Partner feat so that I can double up on that role. Being able to cast AND feint in the same round would be very useful. My GM did let me cast a light spell and, with a bluff check, aid an attack once. (That was amusing.)

    Thoughts?

    Grand Lodge

    Hey everyone,

    I've played at some really amazing tables. I've also played at some really terrible ones. To wit, I've been pondering of late what makes the difference, and I've come to believe (at least, for the moment,) that the difference is immersive game state.

    As a GM, at my tables recently, I've been trying to really up my storytelling game. I try to describe the feel of the air on your skin, the shadows playing around the edges of light sources, and the ambient sounds around you. When spellcasters cast spells, I make certain I know what material components the spell uses and describe exactly how the spell comes together. I do this as a player now, too. Example from today, as a player.

    "I spit in my palm. Then I reach into my spell component pouch and withdraw a pinch of soot and salt, which I mix with my saliva while canting over it, and it begins to glow with a soft red light. In a swift gesture, I wipe the glowing slurry from ear to ear like this [demonstrate from ear to ear by way of the eyes]. When I open my eyes, I begin to read aloud the following:" [the GM takes over]

    Another example - Enlarge Person:
    "You see the wizard withdraw something from his pouch and begin to cant. As he does a ball of glowing, golden dust seems to rise from his hands and swirl in ever-widening paths. Spellcraft?" [Dice roll] "You'd guess that's probably iron filings, and the spell is Enlarge Person."
    [later]
    "As M'natas's arrow shatters against the wall, you look over, and the swirl of golden dust seems to erupt across the room and envelop the barbarian, who almost instantly doubles in size."

    As a GM, I find this seems to really engage my players. I also find that if I'm not careful, it turns a 4 hour adventure into a six-hour one. Or, to be more honest, I find I give up after I realize I'm behind and start running the game in speed mode. Thus, the beginning of the game seems very immersive, and the end (to me) seems very grind-it-out.

    GMs: How do you balance creating a player's experience with respecting their time? How do you create an immersive environment that everyone's going to love and enjoy without running over your scheduled timeframe. With PFS, this is especially important.

    Players: How much do you put into your storytelling? Do you follow the GM's lead, or do you try to lead by example? I look forward to reading your responses!

    Grand Lodge

    Can anyone point to a source that describes these Feast Days? I'm running a Halloween game, and I'd like to incorporate a little bit of material.

    Grand Lodge

    Scenario:

    character 1 requires an action to throw a thunderstone if character 2 starts casting.

    Character 2 casts a spell, so character 21throws the stone.

    Character 2 must make a fortitude save vs deafness (dc15).

    Is character 2 subject to a dc [thunderstone]15 + spell level concentration check to keep from losing the spell on account of the really loud bang that just happened?

    It would seem like it should to me, but I'm not sure by RAW.

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