Zalsus

Sevillief's page

19 posts. Alias of naaberle.


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Yeah, I won't know the party composition until closer to the first game. We're still a month or so out. But I'm designing it for a bunch of our veteran GMs and known optimizing players.

I'm kind of shooting for a Bonekeep level of difficulty across a 13 level campaign. I want to standardize it to the degree that I could eventually release it for free for others to enjoy if they so choose. What I'm planning is after the first group plays it, I'll have another GM run it with a new group and see how they fair before balancing it.

This is the first thing I've designed and CR balance seems to be the hardest right now. Thanks for the help.

Do the other CR 4 encounters from my first post sound ok? I know some people have commented about bloody and burning skeletons also being hard for their CR, and the tactics will not be in the PCs favor for that fight, quite the opposite.


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Thanks for the replies! I'm not opposed to changing how paralysis works, but I'd like to stick as close to RAW as possible.

What I'm thinking right now is either the 1 ghoul + mooks, or what I'm leaning towards is a scene of 3 ghouls that are feasting on a fourth dead on after a fight amongst themselves. One will be missing an arm, one will be missing a jaw and arm, etc. And they will be down some HP. Additionally the party will come upon them from an upper level so they can get a surprise round off before the ghouls run up the stairs or the party drops down. Does this sound a little more balanced?


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Ok, so I'm working on a custom scenario and it's meant to be hard. One of the middle encounters is CR 4, so according to the chart should be "Epic", but I'm concerned it will actually be guaranteed TPK.

Should be a five person group of level 1's with 25 pt buy stats, 500 starting gp, and the foreknowledge that they'll be facing undead, and that it'll be brutal. The encounter I'm concerned about is 3 ghouls. I even toyed with one ghoul having a single class in cleric as that keeps the CR at 4. But I'm starting to think that at level 1 specifically CR +3 might be more than just Epic.

For reference the other CR 4 encounters are:
Burning Skeletons x 4, Bloody Skeleton x 2
Gelatinous Cube x 1, Giant Botfly x 4 (big room they can kite the cube in)
Apocalypse Zombie x 1, Flapping Heads x 2

Let me know what your thoughts are and if I should tone all these down.


Jayder22 wrote:

First I will point out this does seem to be a general rules question, and thus would be better posted in the rules forum. I know you are asking specifically for PFS, but we use the same rules as such this wouldn't be a PFS specific ruling but a general game ruling.

If it needs to get punted over to general rules, that's fine. I posted here because he said he'd reconsider if I got other VL/VC's that said yes. I just assumed there were more around the PFS Rules forum than the general rules forum.

Jayder22 wrote:
I don't believe these would work together. Swashbuckler Martial Training says to "select one martial weapon". The Elven Branched Spear is not a martial weapon. You may be treating it as one due to other abilities, but it is not actually one.

So if an Elven wizard wanted to use an Elven Branched Spear would they take Martial Weapon Proficiency or Exotic? I realize both feats achieve the same result, but if Martial Weapon Proficiency would also work, then I again don't see why this combo doesn't work. Being "treated" as a martial weapon I believe also means it now falls under the Martial Weapon chart as opposed to the Exotic Weapon chart.

RealAlchemy wrote:

So, by that GM's logic my APG elven swashbuckler rogue (that I took to seeker level in PFS and no GM so much as raised an eyebrow at) was done incorrectly because as an elf I treated the elven curveblade as a martial weapon and used it as the weapon I chose for the AT?

No, I brought that up and he said that would work because the Elves permanently treat it as a martial weapon. which is where I get hung up.

Weapon Familiarity: Elves are proficient with longbows (including composite longbows), longswords, rapiers, and shortbows (including composite shortbows), and treat any weapon with the word "elven" in its name as a martial weapon.

Cracked Opalescent White Pyramid Ioun Stone:
The stone grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him).

Emphasis mine. Due to the wording being near identical and ioun stone modifiers being considered permanent unless removed I have a hard time figuring out why this wouldn't work. He's a fair VL and friend, but I definitely disagree with him on this.


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Ok guys, I need help with a ruling. I'm making a Dhampir Cleric that takes 3 levels in Unchained Rogue. I want to use the Elven Branched Spear for weapon finesse and 1.5x Dex to damage, and the other benefits of the weapon. As a Cleric/Rogue I don't have any martial proficiencies. At level 2 I was able to afford a Cracked White Opalescent Stone for 1500GP and keyed it to the Elven Branched Spear which gives me familiarity (counts as martial weapon). My level 2 archetype is the Swashbuckler Rogue from APG. The level 1 ability allows me to give myself proficiency with any martial weapon. I very clearly think these two things work in tandem, of course not working if I were to lose or be removed of the ioun stone. However when I ran it past my GM he said he rules no on them working, but would possibly change his mind if others on the forum agreed with me. I'm curious what everyone else thinks. My main argument is in the RAW interpretation of "weapon familiarity" and ioun stones. Elves in my situation could do it due to their racial weapon familiarity and to my knowledge the ioun stone grants that same thing but for a specific keyed weapon. Additionally ioun stones that affect ability modifiers are considered permanent after the first 24 hours and I don't think this should be treated any different, my familiarity with the spear would be permanent after the first 24 hours.

Please let me know what you think and I'll post the two rules in question below.

Cracked Opalescent White Pyramid Ioun Stone:
The stone grants the wearer weapon familiarity with the keyed weapon (it is treated as a martial weapon for him).

Swashbuckler Martial Training:
At 1st level, the swashbuckler may select one martial weapon to add to her list of weapon proficiencies. In addition, she may take the combat trick rogue talent up to two times. This ability replaces trapfinding.

1/5

The title says it all. Does this exist? Is there a boon out there granting a Rare Cantrip to a spell caster?

1/5

Have:
Vanara
Elemental Ancestry (Suli)
Spirit of the Shadow Lodge
Aspis Defector

Want:
Dhampir

1/5

WaningMoon wrote:


Have:
Expedition Manager*
Family Tradition x2
Magaambyan Dilettante
Xenophobia
Elemental Blast*
Prophetic Dreams*
Venom-Blooded (Vishkanya)*
Expanded Narrative*
Kinetic Blast*

*: Due to new policy in my lodge several of my boons have my society number on them already. They have not been applied to characters yet

Want:
All 4 elemental races, at least one with the suli text (yes I understand that they are becoming legal soon)
Arueshalae for the adventure card game
Other interesting offers.

PM Sent.


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Sevillief 5 foot steps with his crossbow and fires at the Purple Goblin.

1d20 + 5 ⇒ (10) + 5 = 15 to goblins Flat foot AC

Damage

1d6 ⇒ 4

Sneak Attack Damage

1d6 ⇒ 6


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Sevillief double moves to get into position to attack next round after the surprise kicks off.

Stealth = 1d20 + 10 ⇒ (6) + 10 = 16


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Elves are evil, but goblins are equally annoying...except KABOOM, I like him.

5ft Step Down
Move Action: Draw Crossbow
Swift Action: Toxic - Envenom Weapon, DC 14, 1con/rd for 6 rds. Cure - 1 Save
Attack Red Goblin - 1d20 + 5 - 2 ⇒ (8) + 5 - 2 = 11
The -2 for sickened
Damage Red Goblin - 1d6 ⇒ 6


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Having finally finished setting up the fireworks and removed himself from the company of that overgrown human, Sevillief decides to try his hand at Hide and Seek.

Perception Roll 1: 1d20 + 5 ⇒ (6) + 5 = 11
Perception Roll 2: 1d20 + 5 ⇒ (8) + 5 = 13
Perception Roll 3: 1d20 + 5 ⇒ (16) + 5 = 21

After the game he heads to The Rusty Dragon for some civilized cuisine, he may not be human, but he's no animal.


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

perception test 1: 1d20 + 5 ⇒ (12) + 5 = 17


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Without looking up from my task I respond in Undercommon, "That's because they wanted the job done right. You and Nisk would have blown someone up, you overgrown human." I finish what I'm doing and walk away to set up my next display and speak in common as I leave, "Hope you enjoy the show."


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Man, I even tried taping it to the tree as not to annoy :p


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

GM Only:

Not sure if it matters, but Ghast Retch is a Fort Save. Failure induces nausea and sickened, success only sickens.


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

Every year since arriving in Sandpoint Sevillief has been asked to rig up the fireworks for the Swallowtail Festival. He wanders around town setting up the small explosives and making sure everything is just right with them. He isn't quite sure what the locals think of him anymore; novelty, annoyance or pariah, but he is quite excited for this years festival.

He tacks a note to the residencies of the other "Aliens of Sandpoint" as well as taping a note to a tree containing some of Orcetta's things. He hopes the others will read his monthly note, but if last month's attendance at the "Aliens of Sandpoint" mixer is an indicator, he isn't holding his breath.

Aliens of Sandpoint Letter:

Fellow Aliens,

I would like this opportunity to point out that we survived yet another month among the humans. It's been two weeks since I snarled at my last human, but I am adapting. Go team. Unfortunately the City Council is still refusing to acknowledge my formal inquiry to create an official "Aliens of Sandpoint Anonymous" club so we can discuss our difficulties and remain united. I would also like to point out that attendance at my yearly "All Elves Suck" party was woefully under attended and I hope we can remedy this situation, only 275 days until the next one.

On a more immediate note I reckon you will all be attending the Swallowtail Festival and as you know, they ask me to create and deploy the fireworks every year. This year should be quite the spectacle, but I highly recommend you not inhale the smoke. Don't worry, no one will get hurt but they really should make me sign a contract about what additives they want me to use. Just carry a little Wismuth Salix with you on the off chance that you do inhale a little smoke. If you find yourself lacking any Salix, feel free to swing by the shop and I'll be able to help you out. I'll even give you the "Mutual Acquaintance" discount of 7% off. As usual this message will self-immolate in 3 minutes, Raven I suggest not reading it over the corpses again...

Your Friend Colleague,
Sevillief

GM Only:

Sevillief will be lacing the fireworks with Ghast Retch dust in an attempt to create a fair amount of nauseous attendees so he can sell more Wismuth Salix out of his store. Not sure how you want to run this as far as quantity per firework, or how many affected, etc. If this is something you don't think is possible let me know.

Craft Alchemy: 1d20 + 10 ⇒ (6) + 10 = 16
Sleight of Hand: 1d20 + 8 ⇒ (11) + 8 = 19


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

1d20 + 4 ⇒ (7) + 4 = 11

GM Only:

test test, only for dave.


M Kobold Alchemist/Vivisectionist 1 | AC 19 T 15 FF 15 | HP 11/11 | F +5 R +5 W -1 | Init +4 | Per +5 | Diplomacy -2 | Sense Motive -1 | Cr:Alch +10 | DD +8 | Kn:Nat +8 | SoH +8 | Spellcraft +8 | Stealth +10

test 1,2 test 1,2. Do we need to load our weapons and attack mods somewhere?