SwampTing's page

** Pathfinder Society GM. 55 posts (3,532 including aliases). 1 review. No lists. No wishlists. 7 Organized Play characters. 11 aliases.


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Grand Lodge

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Border of War map Reign of Winter map

OK that's interesting.

GM:
2d20 ⇒ (5, 19) = 24

Amsheagar does not recognize the creature, but it ends up not mattering as he forces his spell through the creature's natural resistance. Suddenly, the massive creature is gone, and in its place is but a simple toad that croaks in what seems to be some sort of amphibian expression of alarm.

Moments later, you see the same wispy figure as before darting out from the toad, and flying through the door at the far end of the next room.

That was over quickly.

The room itself appears to be a quaint, cozy bedroom. Gauzy lace curtains hang over the window and a thick pile of rustic quilts lies folded at the foot of a massive four-poster bed, atop which sits a tin foot warmer. A giant wooden rocking chair sits between the windows beside a small table holding a porcelain bowl and pitcher.

You find nothing of real interest in the bedroom, and move to open the door at the far end. It opens to a nondescript closet lined with cedar panels, and various cloaks, dresses, and robes that hang from hooks along the walls. But there is no sign of the wispy figure that flew in through the door.

Baba Yaga's voice pipes up at this point. “Hidey, hidey hole. Can’t get in unless you knock, knock, knock with the witch’s stick.”

Exiel taps the broom-club against the back wall of the closet three times, and suddenly the floor disappears, revealing a 300-foot-deep shaft below.

Fast tracking things abit. Detect magic reveals that there is magic affecting the shaft, and one of the shawls in the wardrobe is also magical. What now?

Grand Lodge

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Border of War map Reign of Winter map

Amsheagar The fire domain is actually quite good most of the time. It is just that these enemies happened to be immune to fire.

Pathfinders We are having some admin trouble at the moment. Purs needs to drop for personal reasons, but I have been given the go-ahead to proceed with a replacement 4th player who will receive full credit. I will introduce the replacement player as reinforcement sent by Ralph. If you know someone who can join, let me know.

Meanwhile, we can proceed with 3 players for the next battle or wait for the fourth player. I leave that up to you.

Grand Lodge

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Border of War map Reign of Winter map

Tooth/Claw medium and small sized creatures need to squeeze. A feat that allows a large creature to squeeze without penalty will not be enough.

The cat's knowledge gains the group more valuable information for the Society. One more discovery point to Gryffindor the Pathfinders.

Within the northwestern tower’s shattered interior, you find that a thick slab of rock blocks the entranceway into what appears to be a still-intact part of the store room. The skeletal remains of a humanoid figure are trapped beneath it.

There is no room to squeeze and the rock and rubble will need to be moved or some other magic employed to gain access to the room. There is only enough room for 1 large and 1 medium/small creature or 3 medium/small creatures to try to remove the obstacle.

Pathfinders a strength check will be required to gain entry to the storeroom. If Claw makes the check, there is only room for 1 more character to help. How do you wish to proceed?

Grand Lodge

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Border of War map Reign of Winter map

I will allow that, yes.

Grand Lodge

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Matthew Downie wrote:

Cú Chulainn lost his powers because he was under two geas obligations that came into conflict; never eat dog, never refuse hospitality.

Samson lost his strength because his hair was cut off.

Sometimes legends aren't fair.

Failing a Will save isn't much different from giving into temptation. From our perspective, he rolled too low on a d20. From an in-universe perspective, he didn't resist as hard as he could. (Doing your best is when you get a natural 20, maybe?)

Remember also that a Paladin's abilities don't come for free; they're assigned from a finite pool of holy energy. If one Paladin stops serving good, the powers that be can use that magic to help someone else until the Paladin atones.

Cú Chulainn is a good example of being screwed over by a GM. If a god's code can be broken by someone offering his servant a meal, I blame the idiot god, not the player.

Samson's problem was that he was literally sleeping with the enemy (Delilah). He was given an enchanted item (his hair) and he told the enemy what where he kept his holy avenger so they could steal it while he slept. Quite a different situation, but that guy definitely deserved to fall our of favor with his deity anyway. If I were his god he would have fallen the moment he first shagged Delilah.

If a low roll is the same to you as 'not trying hard enough', then you're saying even a first level paladin should fall for failing his save against a 20th level wizard because he didn't 'try hard enough'? Please make sure to warn your players of that view before they play at your tables.

Matthew Downie wrote:
Sometimes legends aren't fair.

This right here is the problem with your argument. Suppose I agree with you. Sometimes legends aren't fair. You know who determines whether the legend at your table is fair? You the GM. So the question is whether you're going to be the sort of GM who decides he will not give his player a fair game because "Sometimes legends aren't fair". If you are, please give your players fair warning.

You know what else? A god who isn't fair to his followers? Doesn't sound like a 'good' god to me.

Grand Lodge

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PossibleCabbage wrote:

In the past I had thought this was unreasonable, but have been convinced by a certain line of argument-

the good powers that have endowed you with your paladin abilities don't want you to have access to them while you are enthralled so that you can use them to do bad stuff. Like if you've been dominated and told to kill a lot of orphans, the good powers don't want you to so easily resist stuff that would prevent your spree had you failed your save (e.g. Hold Person), so Divine Grace has to turn off. Because this isn't as much of a black mark on your record as if you did bad stuff on purpose, the requirement to prove "I'm okay, really" is lower (Absolution vs. Atonement).

Probably this is not a thing you should be doing without good reason, though. "Let's mess with the paladin" is not a good reason, unless it's what the Paladin player wants.

Most abilities cannot be activated when you are possessed anyway. If dominated, the GM would be very reasonable to cause the paladin to lose his special abilities temporarily, but this is not the paladin FALLING - instead it is the paladin having his powers temporarily 'switched off' so that the enemy can't use it, and if the paladin was worth a damn he would approve. IF the paladin cared more about keeping his powers than an enemy misusing his powers, THEN I would make the paladin fall.

But since the absolution exists I see it as no more than a paladin paging his deity to say 'Sir, I escaped from the enemy. Ready to return to active duty.' In most cases I would waive it, or at worst have the deity cast the spell for the paladin himself. If the deity cared to notice when his servant got dominated, he would care enough to notice when his servant broke free.

I love how some people preach about how paladins should not be 'lawful-stupid', then turn around and expect the paladin's god to be 'lawful-stupid'. Not saying anyone here has necessarily explicitly done that, but I've seen it happen in play.

The Exchange 2/5

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BigNorseWolf wrote:
Jurassic Pratt wrote:
That FAQ specifically calls out Spell Combat as not working, separate from TWFing BNW. Not sure how that helps support your argument in any way.

It calls out "while" as meaning a block of time not an instant in plank time when referencing a very similar ability. It completely negates the idea that when HAS to mean planck time and that what your hand was doing a split second ago never matters.

As the religious would say, "But when you use spell combat, do not let your left hand know what your right hand is doing."

The Exchange

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If I were a high level wizard, and I often play high level wizards, I like to have spells prepared that target each of the three saves. If I am studying monsters for the express purpose of defeating them, one of the first things I want to know is what types of spells in my vast repertoire are best to use against them. Working out their most likely weak save is one of the first things I would try to discover when reading up on a new monster.

That is reflected in the questions system. You have done some reading on this monster. What is the first thing you would do your best to find out and remember?

Grand Lodge

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And now they're back.

The Exchange

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Can a wizard with the trait magical lineage - fireball use a lesser metamagic rod to empower a prepared intensified fireball spell? (Due to magical lineage it is prepared in a 3rd level slot.)

The Exchange

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Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Our new GM is finishing up his current game and will post here when he is ready to run the next game. Should be about a week, he says (depending on how quickly they finish the boss-fight).

Grand Lodge

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Border of War map Reign of Winter map

Chronicles

All updated now. Any changes need to be made, let me know.

Now ready for the next game.

The Exchange

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More spells, more power for my spellsage.

Silver Crusade

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Are we really having a 10 page discussion over whether or not a total of 2 less on total saves (on a build that some argue is 'optimal' - and some disagree) is counter-balanced by the revelations?

This assumes there is only 1 'correct' or 'optimum' build for each class, whereas builds and saves totals will vary from class to class. STR builds will always out-damage DEX builds and have comparatively lower saves since Dex increases your reflex save. In fact the base graviton/photon bonuses to saves/damage accentuate this, indicating that this is an intended design.

Other people have posted builds showing how the synergy of photon mode, plasma sheath and flashing strikes build up to a significant advantage in damage over a melee soldier. Whether or not the tradeoff is worth it is ultimately a value judgment. The reason some people have stopped bothering with the discussion is that it keeps being revived by people who insist that there is only 1 'proper' build and then compare that against what they think is the 'correct' build for other classes, and then based on their subjective ideas of what is optimal claim they have objectively proven the solarian is weaker, and then dismiss the views of those who disagree with them.

When you get a 10 page thread over something as subjective and minor as this, it really starts to be an eyesore.

Silver Crusade

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If any class has a right to complain about low saves is not the solarion. It is the technomancer.

Technomancers and mystics are the only 2 classes with only 1 good save. For mystics, this is partially mitigated by having a high WIS, which stacked with their good will save means they have 1 less save they need to worry about. They still need to invest in buttressing their fort and reflex saves. Technomancers don't even get that luxury.

I see people whinge about having low saves when they have good progression on 2 saves and I just think "b%#~& please". And I call BS on anyone saying only front-liners need good saves. Nobody wants to be shut down or killed by a failed save.

Silver Crusade

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Squiggit wrote:
SwampTing wrote:
From my reading of...

The trouble is you're again falling into the trap of describing a Schrodinger's Solarian: You can outdamage a soldier and don't need to buy a weapon and have the best AC and have all these awesome spell like abilities too!

Except if you're not buying a weapon you're falling behind the damage curve and if you're pumping your strength enough to play with soldiers a big chunk of those SLAs aren't going to do very much good, not to mention that the weapon and armor are mutually exclusive from each other.

And that's not even getting into any actual issues the class has with its stats being spread thing or being comparatively light on resolve etc.

Hiruma Kai wrote:
Does anyone see any issue with saying on the one hand, Graviton mode is terrible, and on the other hand that being 2 points down relative to a particular Soldier build which has optimized its saving throws is a problem that should be fixed.
Probably because picking up that +2 Reflex is costing a level 10 Solarian 7 points of damage per swing.

Are you saying that being good at some things will mean you're not as good at other things? Wow, we agree! But guess what. Every other class faces that problem in their own way.

Silver Crusade

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Then what is it?

The solarion can mix and match his revelations and has a wealth of options to choose from. They play off different stats, so you either dabble in everything (I wouldn't) or allocate your stats to utilize some and accept that others will need to be left out.

Every class has its issues. Scaling EAC means that all rays and touch attacks are highly unreliable unless you have a team that helps you set it up. There are only 2 spell-casting classes but only one of them gets spell focus for free, making it a feat tax for the mystics. Technomancers have far too few hp compared to what level-equivalent weapons can dish out. Operative weapons are weak making it impossible for them to match soldiers or solarions in combat. Soldiers are the most gear-dependent making them sink alot of their resources into upgrading their gear to remain competitive.

Well tough. Build around those while recognizing where they do shine. Soldiers with the same value of gear will outmatch almost every other class in straight melee EXCEPT the SOLARION. Solarion meanwhile has magic powers that it can access at will and a built-in scaling weapon so they only need to worry about armor, or they have the potential to have the best AC in the game if they focus on armor. Technomancers still have the best aoe damage, defensive and utility spells, while mystics hold almost all the save-or-suck spells. Operatives will always be the best skill monkeys in the game.

You want your solarion to have better saves? Take the money that you save on weapons and spend it on a ring of resistance instead. Take a save-boosting feat and the improved version. And then accept that part of game balance is that although you might be able to haste-charge-kill the mystic in 1 round, he also has the potential to shut you down first if you fail your will save. So you need improved iron will but you want to take step-up-and-strike and are upset that you can't have both. Well maybe the point is to make you choose between them.

From my reading of the class, making the solarion charisma-dependent is exactly what keeps from being overpowered. Their powers cover so many bases and give them so much added power and utility that there needed to be some sort of cost. If you think it's crippling, you can make an equally potent melee fighter with a soldier. Just be prepared to fork out for your weapon instead of getting it for free.

Grand Lodge

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Summoner or druid. High mental stats, low physical stats.

If summoner, make dragon-like eidolon.
If druid, use drake companion.

Eldritch heritage for fire resistance.

Use spells that are subtle in nature, like buffs or enchantments. Describe it as her coaxing the best out of her pet.

Grand Lodge

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Border of War map Reign of Winter map

The puzzle orb flares with power, and you get the sense that if you might be able to help channel that surge of power to aid your group.

During combat, a PC adjacent to the puzzle orb can attempt a Diplomacy check, Spellcraft check, or Use Magic Device check to cast one of the following spells as a spell-like ability, using your character level as your caster level and either your own Charisma or 20 to determine the spell’s save DC. This ability can only be used once per combat, and any summoned elemental disappears at the end of the combat.
Available spells: cure light wounds, shocking grasp, summon nature’s ally II (air elemental only)

Waiting for Doldrak and Els.

The Exchange

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Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

I would prefer to have this wrap up before the pbp special begins. I am already GMing one other pbp game and 2 is my capacity. Three will be straining.

Silver Crusade

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Alot of female elves are drawn to be physically attractive. More so than half-orcs. But half-orcs can get a charisma bonus and elves have no charisma bonus. Your point?

Silver Crusade

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Appearance does not need to mean sexually enticing. The 18-charisma crone queen linked in my earlier post looks badass. I'd be terrified if I saw it in real life. I'd cheer if I had one fighting on my side. In no circumstance would I get a boner for it.

The point from my earlier post is that this should not even be an issue. It doesn't need to be an issue. Don't make it an issue.

But I agree about the more clothes thing. That's not just Lashuntas. More believable clothing and armor for ALL female characters. THAT is something I will 100% get behind.

Silver Crusade

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My observations:

1. In pathfinder charisma is tied more to force of personality and social sensitivity than looks - just think of the number of undead with high charisma. This thing (link) has 18 Charisma. If that's sexually attractive to you... to each his own but it ain't attractive to me.

2. There are physiological differences in males and females even in humans. That's why we have men and women compete separately in sports. That's just a biological fact. There are still women who can kick my ass any day of the week and bench twice what I can. That doesn't change the fact that nature generally gives men more muscles. I personally also think that nature gives women better brains (link), but that is less quantifiable and remains my subjective view.

3. They are an alien race with antannae, which suggests they have similarities to insects. Since dimorphism is common in the insect kingdom, I have no trouble with it being reflected in an insect-like race. Do you realize that if Lashuntas were a real species rather than a fantastic invention alot of the comments here could be offensive to them? Let aliens be aliens tyvm. For this same reason, I also have no problem even if Paizo flipped it around and swapped the male and female dimorphic traits so that females were stronger and males more charismatic. That's ok - they are NOT HUMANS. If we can accept that two-headed trolls exist, we can accept that there are other races of humanoids that are very different from us. How about embracing diversity in our aliens?

4. There is no need to look for a PC/non-PC agenda in everything especially if it ain't there to begin with. Some of us play games to take a break from the insanity of the real world and would like to not be reminded of PC issues in games.

Grand Lodge

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James Jacobs wrote:
GM Aram Zey wrote:
** spoiler omitted **
We haven't set in stone the answers in your spoiler, with the intent being that when you run that Adventure Path, the answer gets to be something organic from your campaign. We may some day decide those things, but not today.

Thank you that helps.

The Exchange

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Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Please go ahead. Thank you.

The Exchange

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Isabelle Lee wrote:
Ralph Cauthorn wrote:

The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere singer transcends mortality like a butterfly emerging from its chrysalis, her essence infused with stardust and unearthly energies. Her type changes to fey, and she grows large butterfly wings, gaining a fly speed of 50 feet (good). In addition, she becomes immune to cold and gains the no breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?

Writer of the sphere singer here!

I didn't expressly mean for it to grant immortality; that was more embellishment and pretty words than any definite intent. However... if fey are indeed immortal, then it presumably should grant that benefit as well. At the very least, I see it changing how aging affects you in flavorful ways - less wrinkles and withering, more fading strength and becoming more ethereally beautiful, until one day you just... pass away. Perhaps even joining the cycle of the First World, if you're on that plane.

Also, James Jacobs was the developer for Paths of the Righteous, and Desna-related content is of particular interest to him. You might try asking in his thread as well.

Hope this helps. ^_^

Thank you Isabelle. I've posted the question on James' questions thread.

The Exchange

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The Sphere Singer prestige class from Paths of the Righteous has a capstone that says:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere
singer transcends mortality like a butterfly emerging
from its chrysalis, her essence infused with stardust and
unearthly energies. Her type changes to fey, and she grows
large butterfly wings, gaining a fly speed of 50 feet (good).
In addition, she becomes immune to cold and gains the no
breath universal monster ability.

Does "transcends mortality" mean that she becomes immortal, in the sense that she stops aging and will no longer die of old age? Is that by virtue of her becoming a fey creature, and if yes, does this mean that all fey creatures are immortal?

The Exchange

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Paths of the righteous also has the Sphere Singer prc, which has this capstone:

Tapestry Traveler (Ex, Sp): At 10th level, the sphere
singer transcends mortality like a butterfly emerging
from its chrysalis, her essence infused with stardust and
unearthly energies. Her type changes to fey, and she grows
large butterfly wings, gaining a fly speed of 50 feet (good).
In addition, she becomes immune to cold and gains the no
breath universal monster ability.

I was thinking to myself when I read this whether or not "transcends mortality" means that she becomes immortal, and whether this is by virtue of becoming a fey creature, with the implication that the fey are immortal.

The Exchange

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"Fus Ro Dah!"

Grand Lodge

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Border of War map Reign of Winter map

I think the house also needs more vault successes. Table GMs should probably try to run things a little quicker and make sure all successes are reported.

Grand Lodge

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Border of War map Reign of Winter map

My table just cleared the fourth anchor.

Grand Lodge

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Border of War map Reign of Winter map

I will I need to speed things up because if the groups don't take down enough anchors in the next 6 days, you all die with no chance at resurrection.

You hand over all the scrolls taken from the harrower and between Hakime's persuasiveness and Twitter's very convincing bluff, he relinquishes the magical energy of the temporal bubble from himself.

"Ugh....I feel weird." he says as he clutches his head. He still eyes you cautiously, and with his new prizes, drags his bag of loot away from you without taking his eyes from you.

"Nicely done, pathfinders! But we're running out of time!" Kreighton remarks."There are still the other two anchors to deal with, and we need to act quickly!"

Which of the remaining 2 do you want to handle? To speed things up, next person who posts gets to pick.

Your choices for now are:
1. The Wannabe Azlanti
2. The Harrowed One
3. The Delusional One

4. The Psychotic One
5. The Looter

Grand Lodge

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Border of War map Reign of Winter map

Twitter's idea could work if he executes it properly, and Torrag's idea will definitely work.

When you ask Kreighton Shaine if he can speak Azlanti, he replies, "well, yes, but I am much diminished in this form and will not be able to speak well on your behalf. What I DO have is some of my magic power. Not the full extent, but enough to cast a few spells to help you when you think you may have need of it."

Your personal copy of Kreighton Shaine will be traveling with you, but he is not much of a warrior in his current condition, nor can he help you with skills. He can cast any combination of the following spells up to a maximum combined spell level total of 6, at CL 10. He will need protection, and if you allow him to die, you will lose a valuable source of information and assistance. Use him wisely.
4th—greater invisibility, solid fog, wall of stone
3rd—fly, haste, tongues
2nd—bear’s endurance, bull’s strength, resist energy
1st—enlarge person, identify, shield

Twitter, how are you going to execute your plan? If I decide it does not work, you can choose to go with Torrag's plan, or have Kreighton Shaine use some of his power to cast tongues on one of you and attempt to find a "local oracle" to help you. Or come up with some other idea. Use your creativity.

Grand Lodge

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Border of War map Reign of Winter map

Torrag, you can "Recover one or more spells or spell slots whose total levels are equal to your character level.", so you can regain another 3 spell levels of spells in addition to your fireball.

Twitter, post or PM me which spells and class abilities you want to regain. I think I know, but I need you to state specifically.

Hakime, surprised you didn't go for smite evil, but that's your choice. :)

Blan, I think that's your only limited-use resource anyway.

Van, post your choices in your next post.

While you discuss your new situation, you notice that the locals are beginning talking in excited tones and point at you nervously, especially Torrag, Van and Hakime. Soon they are yelling at you, and it looks like unless you do something to calm the crowd, something unfortunate may soon happen.

If you speak Azlanti, Ancient Azlanti, Taldane, Polyglot, Hallit or Varisian:
Unless you actually speak Azlanti or ancient Azlanti, you can only partially make out what the locals are saying. It seems they have never seen beings like Torrag, Van and Hakime, and believe your sudden appearance to have something to do with their impending disaster.

They are yelling threats in Azlanti to order you out of their city, and some of them are talking about summoning the guards.

You can attempt to calm the crowd down by speaking to them diplomatically or outright intimidate them into fleeing. Twitter, you will really need to describe to me how you do either option, since you will have the most circumstantial difficulty. If you speak Azlanti or Ancient Azlanti, you will get bonuses. If you do not speak Azlanti, Ancient Azlanti, Taldane, Polyglot, Hallit or Varisian, you will have severe penalties trying to use diplomacy as they cannot understand what you are saying at all.

Grand Lodge

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Border of War map Reign of Winter map

Thanks for the list. Good to know which tables have not had an aid token yet.

Also glad to know that Iammars has a working computer again! Just in time for the next part.

The Exchange

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Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Highest diplomacy appears to be 15.

You hear that something has been abuzz around the Grand Lodge the past several weeks, keeping many Society scholars and casters busy and away from the public eye. This follows a recent conflict at the Grand Lodge that the Society kept from spilling into the rest of the city. However the incessant distractions caused by Twitter's flitting about prevents you from holding anyone's attention long enough to learn more.

No real penalty from Twitter's actions. Just harmless roleplay to explain your low rolls.

From above the crowd, a figure in black-and-gold robes descends to your motley gathering and hands out a few pouches.

"The Society's a little scarce on resources at the moment from pulling all of this together, so we've had to make some judgment calls about how to ditribute the limited supplies. Here's what you guys get."

He hands Twitter, Hakime and Van a belt pouch each.

The three of you each get an elixir that will grant you comprehend languages for 1 hour.

"I would suggest not using them all at once."

"Twitter, the items you requisitioned from the Exchange are in your pouch as well. But seeing as you might have trouble carrying it... perhaps you could ask one of your new friends to carry your pouch for you."

"One last thing," Ralph adds as he passes you a small token with the Glyph of the Open Road embossed on its surface. "On dangerous forays such as this, Seekers are sometimes assigned to help keep an eye on the agents. I will have my own duties, so I may not always be available. If you see the star on the glpyh glowing, it means that I am able to spare a few moments to dispense aid. Simply press on the star to bring my attention to yourselves. But you are not the only ones I am keeping an eye on, so only call on me if you think there is a genuine need."

This is just a means of keeping track of your aid token. When this table gets an aid token, I will tell you that the glyph's star has lit up.

Aid Tokens:

Aid Tokens
Once per encounter, any character at a table can use an Aid Token to assist the group in one of five ways described below. Once a table uses an Aid Token, the token grants no further benefit until the end of the encounter, at which point one of the players can pass the Aid Token to a neighboring table for them to use. It is very important that the players remember that there are a limited number of Aid Tokens, and hoarding one means that somebody else doesn’t get to use it. An Aid Token’s benefits can take one of the following five forms.

Aid Another: Ralph gives advice via a sending spell to help you solve a puzzle, disable a trap, or accomplish some other task as if performing the aid another action for a PC. The bonus for this aid is +3.
Allied Offensive: Ralph happens to be in a battle nearby and spares a moment to direct a long-range magical attack on a creature at the same time as the PC, increasing the damage dealt by one attack by 2d8 points. In addition, after the attack, the target is momentarily disoriented and anyone attacking the target is considered to be flanking it until the beginning of the attacker’s next turn.
Burst of Healing: Ralph asks a nearby cleric to send a burst of positive energy through the token. This heals all of the PCs of 3d6 points of damage. Alternatively, Ralph can send one of these spells thorugh the token to one of you: neutralize poison, remove curse, or remove disease with a caster level of 6.
Spellcasting Synergy: Ralph sends a surge of magical energy through the token as you cast a spell increasing the save DC and caster level of the PC’s spell by 1.
Timely Inspiration: Ralph broadcasts the effects of a bard’s inspire courage bardic performance for 3 rounds. The competence bonus is +2.

"Now keep an eye on the stage. I expect Kreighton will be making an annoucnement shortly..." Ralph adds before leaving to speak with another group of Pathfinder agents.

Silver Crusade

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Mark Seifter wrote:
SwampTing wrote:

A player is bringing a kineticist/jedi-wannabe to my game, and my rules-knowledge on them is not the best.

Does an elemental kinetic blade benefit from:
Favored enemy
Divine favor/power
sneak attack

Thanks. :)

It should benefit from all of those, but in most cases gaining them is going to require multiclassing out of kineticist and losing progression, so there's an inherent trade-off. Of course, if it's gestalt, all bets are off!

Actually, my apologies, this was the important ability to ask about:

Finesse Training (Ex) wrote:

At 1st level, a rogue gains Weapon Finesse as a bonus feat. In addition, starting at 3rd level, she can select any one type of weapon that can be used with Weapon Finesse (such as rapiers or daggers). Once this choice is made, it cannot be changed. Whenever she makes a successful melee attack with the selected weapon, she adds her Dexterity modifier instead of her Strength modifier to the damage roll. If any effect would prevent the rogue from adding her Strength modifier to the damage roll, she does not add her Dexterity modifier. The rogue can select a second weapon at 11th level and a third at 19th level.

He was thinking of getting divine favor through an ioun stone, favored enemy human from the dedicated adversary feat, and finesse training to get his dex and con to damage. Does that work?

Edit: I think I just found my own answer - no because he does not add his strength bonus to begin with, even with a physical damage kinetic blade.

Thanks!

The Exchange

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He can't reliably hit what he can't see. I believe there is a rod in magic tactics toolbox that allows you to see through clouds. Give your cleric that or some form of blindsight (echolocation spell?), and then sit him inside a fog cloud.

If you want to be really nasty, (quickened) true strike + pilfering hand was a favorite combination of one of my players. How many guns does the slinger carry?

Grand Lodge

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Talon.

Ra's little Ghoul

The Exchange

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Male Human Spell Sage 14 | HP:100/100| AC: 16/ FF 12/ T 14 |CMD: 17| Fort: +12 Ref: +12 Will: +13 | Perception: +18| Init: +3 [|] Uses Ring of Invisibility

Ralph calmly returns Osprey's glare with an even gaze of his own. "I understand perfectly. Those in power are always wary of others who hold power. The Decemvirate has ever known that my loyalty to the society stems from my regard for its pursuit of knowledge. But because I have grown in arcane might they want to know to what extent that basis of my loyalty holds. It does not surprise me - I would be offended if they were not a little cautious about my power. The leaders of the various former factions in the Society are in a similar situation, though their power lies more in their political power than in magical might. It hardly surprises me."

"But you forget Osprey that you and I are both Seekers now, and of the two of us, one helped apprehended the leader of the attack on this lodge and the other spent all that time in the gullet of a worm. I will heed the mission that the Decemvirate sent you to give me, but I heed THEM, not YOU. And since you hold a well-earned reputation in the Society for sending agents on missions with incomplete or downright lacking information, I reserve the right to discover what I can before -- what in the blazes is that noise!?"

Ralph turns to ask the Red Raven if the noise was from a renewed attack, but the look of confusion obviates any need for the question.

"Tell the Decemvirate I will see this mission through, and that is that. If you refuse to say anything actually useful to help us on this mission or contribute in any meaningful way in battle, then I have no further need to speak with you until the next time the Decemvirate sends word."

I understand Ralph is treading on precarious ground here. I just can't see him doing any different. There's a reason I gave him 0 ranks in diplomacy. But also let's face it, Osprey has not been very helpful to us this entire mission. Eliza at least had the courtesy to trust us, or pretend to.

Ralph then activates his ring of invisibility and goes to see what the commotion is all about.

"Another golem, in the library, no signs of intrusive entry like there was previously... it appears Geatan has triggered a security measure," he sighs.

knowledge arcana: 1d20 + 30 ⇒ (11) + 30 = 41

"Golem, like the previous ones, likely immune to direct magic and hits like a battering ram."

Questions:
1. Any special attacks apart from the gas weapon?
2. What magics affect it and how?
3. Details about its DR
4. Other special defences?
Nothing else to ask, really. It's a golem, pound it to death.

Silver Crusade

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Flagged for offensive language. Thread title has the word 'homebrew'.

Grand Lodge 2/5

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trollbill wrote:
I thought it moved to Silvermount. Isn't Season 8's theme supposed to be Demons with Lasers?

Nah it's not that soon. It's the premise for Pathfinder modern, also known as Path-hammer (or was it War-finder?) 5000.

Grand Lodge

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Border of War map Reign of Winter map
IronHelixx wrote:

**********************
Overseer Announcement
**********************

Overseer wrote:
Table GMs – The Restricted Library [Area E1] is now CODE YELLOW

I have ninja-ed the overseer!

Grand Lodge

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Border of War map Reign of Winter map

The restricted library is now code yellow. Several other tables have cleared this area now.

Salubri, you're up. Are you going to help your allies put out the fire or are you going to keep trying to fight the aspis agents? I remind you that even if they fail the save, stunning fist only lasts for one round.

Grand Lodge

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Kalindlara wrote:

Now I'm curious whether a weapon with the throwing property has the same drawback of requiring Throw Anything. I'd never seen throwing treated that way, and without that post, I'd have assumed the same was true of sharding weapons.

Perhaps this is something that needs its own thread over in Rules Questions, for a fuller discussion (and potential Design Team attention).

(I hope this doesn't come back on Mr. Stephens. Thank you for your helpful comments!)

That's a good point.

sharding wrote:
The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon.

Whether they are improvised weapons or not, this line states that if you are proficient in the original weapon, you are proficient with the shards. So Owen's observation only really creates a question about weapons with the throwing property, or sharding weapons that you are not proficient in. And since you are always proficient in unarmed strikes, hadouken away! You still need improved unarmed strike to do lethal damage as per normal unarmed strikes.

In fact "otherwise functions the same as the original weapon" should mean that you can also use flurry of blows and style feats with the shards.
Dragon-style flurry of blows with sharding AoMF: Tenma gou zankuu!!!
Pummeling-style flurry of blows with sharding AoMF: Shinkuu hadouken!!!

Grand Lodge

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christos gurd wrote:
so if i read this right, my monk could get a sharding aomf to cange their flurry to a ten foot range attack? i bet i could get creative with that.

Wait, wait, wait. Does this actually work?

sharding wrote:
This special ability can be placed only on melee or thrown weapons. The wielder of a sharding weapon can make a special ranged attack with the weapon in place of any melee attack. To do this, the wielder goes through the motion of throwing the weapon without releasing it. The weapon splits off a duplicate of itself that flies as if thrown by the wielder at the intended target. The duplicate gains a range increment of 10 feet for this purpose, but uses the same proficiency and otherwise functions the same as the original weapon. The duplicate vanishes after hitting or missing its target.

I suppose you could 'throw' a punch more literally than usual?

Btw it's a ten-foot increment, so you can throw it further than 10ft at the cost of some accuracy. But... literally, we now have a way to do the hadouken at will!

Owen, please say this works! I would actually play non-spellcasting class now!

Grand Lodge

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Border of War map Reign of Winter map

Prig strains at the weights at the weight-lifting station, but is unable to get them to budge....but suddenly they DO budge, and so does Prig! The grippli lifts his eyes from the weights to see that a large kelish woman has grabbed the weights in one hand and him in the other, and handily lifted both of them up simultaneously. The crowd roars with approval and cries of "Amiri! Amiri!" fills the training grounds.

His pride sorely wounded, Prig moves along to the nearby menagerie to try to salvage some credibility through a performance with Sir Hops-A-Lot. The large frog is met with cheers - apparently more than a few of the crowd here recognized Sir Hops-A-Lot from the obstacle course. The long partnership between frog and grippli pays off, as the frog listens to Prig's every command - from responding to commands to navigating a path laden with toys without getting distracted.

One by one, the other would-be animal masters are dropped from the competition, until it is down to Prig Lil with Sir Hops-A-Lot, and some pipsqueak of a green-haired girl with some silly looking white spotted cat.

The challenge is to sit in front of some food (a large fish for the cat and a giant flea for Sir Hops-A-Lot) but not touch it. Both animals sit before the treats whils their masters sternly instruct them not to budge. And neither do, until Prig realises that the rules did not actually prohibit him from interacting with the other competitor's animal or its treat. Knowing full well that the cat would be looking forward to being rewarded for its patience in front of the fish, the wily grippli flicks out his tongue at the fish, prompting the alarmed cat to instinctively reach out with its paw to hold the fish and prevent it from being snatched away.

There is abit of an uproar, but Prig insists that he did not break any of the rules, and that animal mastery involves not only knowing how YOUR animal will react, but also how your opponent's animal will react. After a lengthy debate about the legality of the maneuver and despite the green-haired girl's protests and the disappointed whimpers of the cat, Prig "Fair-Play" Lil is declared the winner of the animal husbandry event.

Prig, you gains a +2 competence bonus on one Handle Animal, Intimidate, or wild empathy check attempted during the adventure. Alternatively, you can gain a +2 bonus on one attack roll against an animal or magical beast.

That's it for Sir Hops-A-Lot and Prig. I trust this narrative is in keeping with how you roleplay Prig? ;)

Grand Lodge

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Rynjin wrote:
GM Aram Zey wrote:
Amulet of Mighty fists wrote:
This amulet grants an enhancement bonus of +1 to +5 on attack and damage rolls with unarmed attacks and natural weapons.
Body Wrap of Mighty Strikes wrote:
Once per round, the wearer may add an enhancement bonus of +1 to +5 on one attack and damage roll for an unarmed strike or natural attack (for one specific attack, not all attacks made with an unarmed strike that round).
The text of the items seem to disagree with you, Rynjin.

I don't see how, considering I never mentioned the Body Wraps, which are a specific exception.

You caid Cestii and AoMFs. They do not stack. At all.

Congratulations on rolling a natural 20 to hit the hair. It is now split.

My opening posts made it clear that I wanted to discuss whether the 3 items stack. So you are proposing that with this style feat, the cestus can be used with the body wraps but not the amulet? Can you demonstrate from the rules why they operate differently?

From what I can see, the amulet applies an effect ("grants an enhancement bonus") to your unarmed strike rather than functioning as a weapon itself. Based on the wording of the feat, it seems that the amulet would stack with the cestus because you are using the cestus as normal, and then applying the effect of the amulet which would usually only work on an unarmed strike (which appears to be the effect of the style feat). And I think the bodywraps apply the same way.

In case you missed it, the important rules to discuss are the -->ascetic style feat<-- and the amulet of mighty fists/bodywraps of might strikes.

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