Sajan Gadadvara

Zefeni Jedaltu's page

45 posts. Organized Play character for ubiquitous (RPG Superstar 2013 Top 32).




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Welcome to the scenario!

I've run a lot of PF1 stuff back in the day, and have played a bit of PF2 on and off, looking to engage more with the system so I'll be brushing up as we go along. I trust you to know the specific mechanics of your characters.

I'm based in New Zealand (+12), so a little odd hours in comparison with some of the world. Workdays I'll check in morning and evening most likely, though no expectations for more than one post from people during the week, though if it gets lively I'm happy to follow along. Weekends are understandably busier for everyone as routine gets thrown out the window.

I'll set up the Sheets document tomorrow morning as we get all checked in.

Looks like we just have three people signed up, so let me know what pregen you want to join the party (I haven't played a whole lot of PFS for PF2 so I don't know which are the preferred PF2 pregens).

Side-note, I may have broken the gameplay thread. Off to a great start.

RPG Superstar 2013 Top 32

Reading through the spell descriptions in the recent blog post got me wondering about the best way to display success/failure of spell effects for ease of use. How set in stone is the format:

current format wrote:

Success

Critical Success
Failure
Critical Failure

Just thinking of looking up spell effects, the most common circumstances will be success/failure, and having failure after critical success makes it take longer to identify the relevant information. Would either of the following be an improvement?

normal then critical wrote:

Success

Failure
Critical Success
Critical Failure
best to worst wrote:

Critical Success

Success
Failure
Critical Failure

What do people think?

RPG Superstar 2013 Top 32

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Ubiquitous' War for the Crown Player's Guide

I wrote up a short Player's Guide for my own upcoming War for the Crown game, and figured I might as well share it with the forums to see how it can be improved before turning it over to my players. And if it's useful to anyone else with their own games, bonus!

Would love suggestions for the Character Creation Tips section: haven't played Pathfinder for so long I don't know what cool classes and archetypes to suggest for such a politically-motivated and social-heavy adventure path.

4/5 RPG Superstar 2013 Top 32

I ran this last night at high tier, and everyone had a great time, although the party missed out on their second prestige due to one of the captured Pathfinders succumbing to a Wall of Fire + a triggered trap.

However, I had missed this note by John Compton in the Product Discussion thread:

John Compton wrote:
Someone recently pointed out that the throne room is missing a map tag for the traps. I have submitted a revision, but in the meantime know that the traps are 10-by-10-foot squares that fan out to either side of the throne (two to a side).

I'll rectify that for next time I run it in a couple of weeks. Other things I need to work on to really sell this scenario as well as it deserves is, although I described the riled (and armed) townsfolk assisting the party against the elementals outside the gate, I received the suggestion to emphasise a good party's preparation by have the townsfolk remove the additional mobs that would be in the encounter at lower success levels.

Additionally, I did my best to make the PCs feel unwelcome to the city and emphasise how Tygora ruled it with a tyrannical grip, but I might need to insert additional vignettes to show this to the PCs, otherwise it's just Eurdan infodumping all of Crystalcrag's backstory on them, and there's really no reason for the PCs to believe him.

With a tighter beginning to the scenario, this could quickly become one of my favourites to run, up there with Nathan King's previous (and excellent) Weapon in the Rift.

Balance-wise, I ran it for a table of 7, although they only just eked into high tier with a wide spread of level ranges. High tier doesn't seem as dangerous as low tier, with a lot of advanced templates added to bump the CRs up. The one tragedy of low tier, however, is that Uktak is missing from the final encounter. I portrayed him as Tygora's eyecandy, with the male equivalent of boobplate, and he was disgusted by how hideous the Pathfinders he was battling were. He was far more memorable than poor Tygora, who quickly found herself on the receiving end of a pair of flying, optimised Swashbucklers.

I can't comment on the optional encounter, as that was trimmed for time.

RPG Superstar 2013 Top 32

Is it a single save to negate the effect on your equipment, or when a person is targeted with Heat Metal do they have to save for each individual piece of equipment?

Heat Metal spell text

RPG Superstar 2013 Top 32

I got to play a game of PFS on the weekend (The Infernal Vault), for which I ran my freshly-created (GM Credit) level 2 BRAWLVESTIGATOR. With actual playtime under my belt, I figured I’m now legitimate enough to comment on the two classes, at least in regards to low-level play. Fair warning, this could get lengthy.

Character Creation Thoughts

I had been itching to try the Brawler, as I think Martial Maneuvers looks like a ton of fun. I love the flexibility that it promises. I also love punching things. I threw together a pretty basic stat array of 17/14/14/13/12/8, as I wanted that 13 Int for Combat Expertise so that I could Martial Maneuvers into any of the fun combat maneuver feats.

Then I thought: “Hmm, 6 skill points a level isn’t bad. Wish I had a bigger array of skills to pick from,” and swiftly realised that I could throw out my second Brawler level for more fun (and double playtesting) by grabbing a level of Investigator. Because, hey, one level of Investigator is incredible. All the knowledge skills, Inspiration, Extracts, Trapfinding, two good saves (+2 Will!), more skill points. Fantastic. I altered my stat array to 16 str so I could bump my int to 14 for the extra point of Inspiration.

Stats, weirdly laid out because I use google docs not HeroLab:

Human - Brawler 1/Investigator 1 - N

16 +3
14 +2
14 +2
14 +2
12 +1
8 -1

HP: 20 (10+5+4con+1fc)

AC: 16/12/14 (+4armour+2dex)
SAVES: +5/+7/+6 (+1cloak) +2 vs charm/compulsion
BAB: +1
CMB: +4 CMD: 16 (CE: -1/+1)

Unarmed: +4 - 1d6+3 x2
MW Comp Shortbow(+3): +4 - 1d6+3 x3

SKILLS(16-16)
Acro 2 (+2) = +7
Appr
Climb
Craft(Alc) 1 (+2) = +6
Diplo 2 (+2) = +7
DisDev 1 (+2) = +6
Diguise
EscArt
HanAn
Heal
Intim
Know(Arc) 1 (+2) = +6
Know(Dun)
Know(Eng)
Know(Geo)
Know(His) 1 (+2) = +6
Know(Loc) 1 (+2) = +6
Know(Nat)
Know(Nob)
Know(Pla) 1 (+2) = +6
Know(Rel) 1 (+2) = +6
Ling 1 (+2) = +6
Perc 2 (+1) = +6
Perf
Prof
Ride
SensMo 1 (+1) = +5
Sleight
SpellC 1 (+2) = +6
Stealth
Swim
UMD

LANGUAGES: Common, Kelish, Elven, Infernal

FEATS
human: Combat Expertise
Brawl: Improved Unarmed Strike
1st: Iron Will

TRAITS
-Focused Disciple (UC): +2 Will vs charm/compulsion
-Clever Wordplay (PFS-Primer): Int for diplomacy

ABILITIES
-Martial Maneuvers: 1/day. Standard action: gain 1 combat feat for 1 minute.
-Inspiration: 2/day, free action +1d6 on skill. Free for Know/SpellC/Ling. 2 Inspiration for + to combat.
-Trapfinding: +1 (1/2lvl) to perception/disable vs traps. Can disable magical traps.

FORMULAE (2/day)
-Comprehend Languages
-Expeditious Retreat
-Shield
-True Strike

Playtesting

As a member of a party of five - alongside a slayer disguised as a wizard, a life oracle, a greatsword-brandishing cleric, and a summoner - playing an old season 1 scenario, I didn’t have many opportunities to individually shine, but the scenario was fun enough anyways.

We received the mission briefing. My brawlvestigator rolled some knowledges to scour his memory for more pertinent information about the situation (I don’t think I rolled a knowledge roll of over 9 the entire game, but considering that was +6+1d6, it averaged out to be okay).

After that, we went to our destination, broke inside - the slayer leading the way, with me following close behind to help check for traps - and cleaned it out without too much fuss.

I basically filled the role of the party skill monkey. I found traps that the slayer would plow through with no regard for his own safety; I filled out a number of knowledge skills that the party lacked in; I had fairly decent diplomacy skills (thanks +int to Diplomacy trait); and I could handle myself well enough in a fight, landing a few killing blows.

Then, when we finally found the “end boss” of the scenario, as it were, I Martial Maneuvered for Improved Grapple, closed in for some aggressive cuddling, and rolled a 2 on my Will save vs Color Spray.

Zzzzzz.

Fortunately the rest of the party - after some fuss with her summoned minion - subdued her quickly enough.

Post-Playtest Thoughts

Martial Maneuvers 1/day is very sad. It was basically just for hanging on until the final encounter or if we faced something unexpected. A lot of classes have 1/day features at 1st level, sure, but those tend to have more impact. Smite Evil. Judgement. Challenge. I’m glad that it’s no longer a Standard to use, but it really needs to have a better scaling than half Brawler level. Stat+level at least.

Inspiration is great. Inspiration for free is greater. What’s that? All knowledge skills, spellcraft, and linguistics, for free? Considering the average on a d6 is 3.5, that’s better than Skill Focus (+3) in 10 skills!

Hyperbole aside, a single level of Investigator is a really strong utility dip. You get 30 skills as class skills. 1-2 extracts per day (including some neat personal ones like Comprehend Languages, Shield, and True Strike). Inspiration (minimum 1). And Trapfinding, just in case you want to take over from the Rogue and be able to disarm magical traps. It’s skill monkey in a can, just about.

I did enjoy my Brawlvestigator, and I’m keen to play him again. He’s probably going to end up more BRAWL than ‘vestigator though, as there’s not much else he needs from the latter class to feel like he has a whole bunch of deductive power at his fingertips.

RPG Superstar 2013 Top 32

Played our first three games of this last night, completing the Lost Coast in Peril adventure. Brigandoom was difficult, and we only had two blessings in the deck left by the time the villain was finally taken down. The next two scenarios we blazed through. It seems like we were playing a little too cautiously to begin with, using our blessings to secure everything as opposed to continue exploring. Took a little bit to get used to at first, but it's pretty fun.

Light review aside, however, firstly, I had a question about how the henchman Bandit interacts.

1. I am at the city gates, which has, as the check to close the location "summon and defeat a bandit."
2. One of the other players encounters the villain, letting us all try to temporarily close our locations.
3. I summon and defeat a bandit.

Now, since this bandit is a henchman, he has the "you may now attempt to close the location" clause on his card. Does this now mean that I can attempt to permanently close my location by summoning and defeating another bandit?

Secondly, blessings. The generic "Blessings of the Gods" cards say that they are identical to the top blessing of the blessing discard pile. Does this mean that you can always recharge them instead of discarding them? EDIT: Nevermind, I discovered the answer to this one with some more forum trawling.

RPG Superstar 2013 Top 32

As the title says, what can you steal from someone with Sleight of Hand? I find it a little bit confusing as to its limits. Firstly, the appropriate rules text:

PRD wrote:
If you try to take something from a creature, you must make a DC 20 Sleight of Hand check. The opponent makes a Perception check to detect the attempt, opposed by the Sleight of Hand check result you achieved when you tried to grab the item. An opponent who succeeds on this check notices the attempt, regardless of whether you got the item. You cannot use this skill to take an object from another creature during combat if the creature is aware of your presence.

The bold part is relevant, the rest is just rules as to how Sleight of Hand works. Now, it just says "something" and that's not very helpful. For instance, can I steal an item they're holding in their hand, or does it need to be on their person?

The only other part of the rules which gives us any indictation as to limits is the DCs, which says:

PRD wrote:
DC20 : Lift a small object from a person

Okay. Does that mean I can only take small objects? What is a small object? Does that mean I can rob the clothes off a pixie but not the shoelaces off a giant?

One last piece of text from the Sleight of Hand rules:

PRD wrote:
You can hide a small object (including a light weapon or an easily concealed ranged weapon, such as a dart, sling, or hand crossbow) on your body.

Aha! Some examples of a what a "small" object is. Does this mean I can rob someone's light weapon from them, but not anything larger or heavier? What about a wand? Or a rod?

RPG Superstar 2013 Top 32

I'm GMing an AP, and the party is now 13th level. The Divine Hunter Paladin is able to put out rather brutal amounts of damage, and I'm trying to figure out tactics that'll allow my BBEGs to weather his storm of arrows without dying in in a single round.

The problems I have are thus: Smite Evil bypasses DR, Divine Bond gives his bow Seeking which bypasses miss chance, Litany of Righteousness is amazing (although SR is beginning to become common). Other than drastically inflating the health pools of anything they fight, what other tactics can I take?

I don't want to pick on the Paladin too much. If I sunder his bow, or use arrow-negating wind spells every fight, it'll start to feel a little cheap.

I use extra mobs where I can to eat up party actions/resources so they can't concentrate on the BBEG. Invisibility can add a round or two, but for the most part fights seem to be: "avoid letting anyone full attack, because if they do, something big is going to die."

This is the first game I've GMed that has gotten to this high a level (and I'd imagine they'll gain a few more before finishing the AP). Do I just need to adjust my preconceptions of how survivable anything is, or are there further adjustments I can make to my tactics to ensure my players are fighting tough, enjoyable battles?

RPG Superstar 2013 Top 32 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 aka ubiquitous

Oathkeeper (Ranger)
Oathkeepers are indomitable wanderers whose lives are sworn to uphold the Six River Freedoms. Their word is as solid as a mountain's roots, and their justice is swift and relentless.

Rough Honesty (Ex): At 1st level, an oathkeeper adds half his class level (minimum 1) to Sense Motive checks, to Perception checks to notice Sleight of Hand pickpocket attempts, and to his CMB when binding a creature with rope. This ability replaces wild empathy.

Binding Oath (Su): At 4th level, once per day, an oathkeeper can swear a binding oath against a single creature within his line of sight as a move action. Against the target of his oath he may deal nonlethal damage with all attacks with no penalty to his attack rolls.

If he swears to slay the target, he may invoke one freedom. If he swears to bring the target alive to face the justice of its local region, he may invoke two freedoms. His freedoms stay active for as long as the target of his oath is in his line of sight and engaged in combat against him. All allies within 30 feet that can hear him swear his oath gain the same benefits as he does for a number of rounds equal to his wisdom modifier (minimum 1). He and his allies may not benefit from more than two freedoms at once.

You Have What You Hold: The oathkeeper gains the ferocity ability.
Say What You Will: At 7th level, the oathkeeper is not hindered by any magical effects that would prevent him from speaking, or casting spells with verbal components.
Slavery is an Abomination: At 9th level, the oathkeeper can reroll a failed saving throw as if he had the slippery mind rogue talent.
Walk Any Road: At 16th level, the oathkeeper is treated as if under the effects of a freedom of movement spell.

An oathkeeper can have multiple binding oaths active at once. If he fails to fulfill an oath within a month, he cannot swear any new oaths for six days. At 7th level, and every 3 levels thereafter, an oathkeeper can use this ability one additional time per day. This ability replaces hunter's bond, woodland stride, evasion, and improved evasion.

Oathbreakers Die (Su): At 20th level, if a creature breaks an oath that they swore with the oathkeeper as a witness, it must make a Fortitude save or die. The DC of this save is equal to 10 + 1/2 the oathkeeper's level + the oathkeeper's Wisdom modifier. The creature must have entered into the oath willingly. The oath can be removed by a limited wish, miracle, or wish spell. This ability replaces master hunter.

RPG Superstar 2013 Top 32 , Star Voter Season 6, Star Voter Season 7, Star Voter Season 8 aka ubiquitous

Ethersnare Dust
Aura faint transmutation; CL 3rd
Slot none; Price 300 gp; Weight
Description
This shimmering silver dust is almost weightless. It gleams oddly: each grain becoming insubstantial for a moment before returning, trailing specks of shadow in its wake. As a full-round action the dust can be thrown into the air, creating a wall of glimmering motes adjacent to the thrower that is 5-ft. wide, 5-ft. high, and up to 15-ft. long. The wall lasts for 3 rounds while the dust slowly disperses.

An incorporeal creature attempting to move through the wall must make a DC 13 Fortitude save to push through the swirling dust. On a failed save the dust snares the creature, coalescing thousands of tiny pieces of it into semi-physical form. This immediately stops the creature's movement and reduces their speed by half for 3 rounds, or until the creature spends a full-round action extracting the disrupting dust.

Any corporeal creature or object passing through the wall immediately disperses the dust. A moderate or stronger wind disperses the dust in 1 round.
Construction
Requirements Craft Wondrous Item, Ghostbane Dirge; Cost 150 gp

RPG Superstar 2013 Top 32

I've been playing Pathfinder with the same group since the beginning of this year, which is made up of a bunch of friends who all know each-other through university and gaming. There's twelve of us in the group, and we're currently split into two tables, both running the S&S AP, since everyone seemed pretty sold on the idea of a pirate-themed adventure.

Lately, myself and the other GM have been having issues with a few of the players that just aren't very enthusiastic about the game. They turn up fairly regularly to play, but they're difficult to try and get invested. They're easily distracted, don't contribute much, and give the overall impression that they're just turning up because they feel they have to.

Now, we've discussed this with them in the past, as it's a continuous struggle with these people to get them involved, and they'll either vehemently deny their lack of interest, or pin the blame on us, the GMs, for not making the game cater to their particular interests (not that they try to communicate with us, for instance, one player wrote down that their character had a monkey, and the first their GM knew of it was when they complained that the GM wasn't saying what was happening to their monkey in one scene).

Basically, we figure that these players are just turning up because they don't want to feel "left out" of activities that our group of friends is doing, but they're not actually very interested in playing Pathfinder. I've come to the forums because I don't know how I can resolve the situation. I could ask them to not turn up to games, but they'd take that as a personal offence. They're fine people when we're playing other games that suit them better, just not Pathfinder.


The carriage bounces down the road, wheels purring on dust and clattering on stone. Each rock reverberates through the spokes, shivering up through the floor to grind uncomfortably against your backside. The worn leather seat does little to protect against these attacks, and - after a night and day of endless travel - you feel that the seat of your pants - like your patience - has been worn through.

There hasn't been much to observe during the hastily-organised voyage: late-Autumn Ustalav is, for the most part, a dismal country. Empty fields, bare trees, and the occasional dense, gloomy wood have stared at your passing.

You wouldn't have had to be so hasty about you preparations, had the messenger not been delayed. The crinkled, slightly-damp letter had reached your hands a week later than it ought.

"Trouble in the woods," the messenger had said by way of explanation, before disappearing with an off-time clatter of hobbled boots; he had been limping, you noted.

The letter hadn't left your sight since. Rereading the missive proved no help, as - even after each successive attempt - the content was as vague and unhelpful as ever. Important though.

My Esteemed Acquaintance,
I regret to inform you that your name was found in the will of one Professor Petros Lorrimor. Not only does this mean that he is dead - Pharasma have mercy on his soul - but your appearance is desired at his funeral in Ravengro, on Sunday the 7th of Neth. Travel safe, and travel swift: the dead in Ustalav do not like to be kept waiting.
Councilman Vashian Hearthmount

Scribbled further down the paper, in a flowing, yet hasty hand:

You knew my father. He thought you important. Please, help me. His death was sudden, and I am afraid.
Kendra Lorrimor

You slip into a doze, the letter tight-clasped in your hand. A sudden, final bump, and a call of: "Ravengro, sir" wakes you from the slumber.

Stepping out of the carriage's dark interior, you blink at the afternoon's hazy light. A heavy fog shrouds the sky, settling upon rooftops and treetops alike. You are standing to the side of a circular town square. In the middle is a simple wooden gazebo, plainly decorated, and currently occupied by a dozen or so locals clustered around tables. As many more are carrying on their daily business about the square. Seven buildings ring the cobbled square. You are standing on the right side outside a large town hall: a solid wooden structure with a black slate roof. To its left is a squat building with dangling sign that creaks in the wind. The sign reads: The Outward Inn. From inside comes the brief scent of bread, and the wafting sound of pleasant singing.

"Best you get going, sir," the stalk-thin driver calls to you, clambering back on-board the carriage: "It's a good half-hour's amble to The Restlands I hear. North out of town will serve your path. I have to see to my horses, else I'd give you a lift. Don't tarry now: I hear funerals go better by day." He chuckles dryly to himself, offers you a brisk wave, then steers the carriage away, leaving the square up a short road to the North-West. Another road leads away to the North, between what appears to be a small jail-house on the left, and a general store on the right.