Truthseeker Wayfinder

Zephyre14's page

* Pathfinder Society GM. 77 posts (562 including aliases). No reviews. No lists. No wishlists. 11 Organized Play characters. 1 alias.



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Rivalry's End Compass Truthseeker 1
Zranashta wrote:
@GM: Nice roll! :) Does the foo dog's hardness 8 stack with its DR 5/bludgeoning? Also, remember that it gained Diehard from my Good Summoning feat.

.

I stacked the DR and hardness...I think it should, even if not it benefits you guys so I'll say it does. Thanks for the reminder on Diehard, forgot about that, actually originally missed the DR too, had to go back and edit the post, originally thought the Foo Dog was unconscious, which would have been double wrong with Diehard.


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Rivalry's End Compass Truthseeker 1

Zranashta, you are correct, that is my bad I forgot about it, I would have had her prep an action to cast the same spell on the first "heavily armored foe" that walked through the smoke...also...uhh...read below...lol P.S. Can you drop something on the map to show your obscuring mist positioning for everyone's reference.

Cuethric, the Song of Fiery Gaze let's you all see through Zranashta's obscuring mist. I got your cover and also your in the smoke and had been using stealth so she is unaware of you completely for the first arrow, also I added the damage bonus from the flagbearer as it looks like you just used your base +3 of +1 bow and +2 composite.

As Malaz marches into the room undaunted by the invisible woman's petty spells he lands a splintering blow upon her with his mighty butchering axe. Then while the beginnings of a performance can be heard, from the smoke an arrow flies out and pierces her in the side as a second flies just next to her.

For those that can't see her a voice comes from the void. Stop, please, I surrender, this isn't worth my life.

Pathfinders FIGHT the Bold may Act (What will you do?)

Zranashta [-2 HP, -6 DEX]
Dorianna [-56 HP, Shaken]
Cuethric [-1 DEX]
Draklor [-3 DEX]
Zranashta Familiar Spot
Remmy [-1 DEX]
Ijo Ibn Son [-6 DEX]
Malaz [-6 DEX]


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Rivalry's End Compass Truthseeker 1

Zranashta you also make the save FYI.


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Rivalry's End Compass Truthseeker 1

And I just realized how silly it is to have Zranashta reroll that because she doesn't know the DC...I will do it when I do my next full post which should be shortly...hopefully.


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Rivalry's End Compass Truthseeker 1

Zranashta, I am not the master of cones and such, but I would rule that you could aim your cone as I have drawn and hit the two swarms and no allies because of line of effect and such.


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Rivalry's End Compass Truthseeker 1

These are Clockwork Soldiers. They are Construct Here is your bane. (Clockwork). They have especially hard exteriors only pierced by adamantine, but attacks are still likely to find solid damage after glancing off of the protective exterior components. They have DR 5/Adamantine also construct traits which I will copy the text of into the map for anyone's quick reference. They also have specialy designed hands which allow them to try to grab things with great ease. can grapple or disarm without provoking and have minor bonus to them. To add to the significant defenses and unique hands they also are built with incredible strength. They have 28 STR so high to hit and reasonably high damage, there honestly isn't much more to them so this was the best thing I had.


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Rivalry's End Compass Truthseeker 1

I will allow the knowledge check based on the description, but at a -5 as Cuethric is not even trained in Arcana (or engineering which I honestly think thinks like this should fall under, but that is here nor there) to know what he is looking at and what parts would be important to remember and describe.

Also while it is knowledge arcana, and that gives a pretty good hint in and of itself, I will say you need to get at least a 10 to be certain of what bane to use. (shouldn't be hard, but at least shows your character has some idea of what you are dealing with)

Also, also, please let me know exactly how many turns you guys are spending prepping, while they didn't notice you, it is still important (I highly considered running this whole dungeon in rounds because of the things going on, but A, thought that would be a pain with the PBP medium and B didn't want to make it feel like Zranashta's surprise round ability was going to be negated) , it has already been 5 rounds for Cuethric to take 2 getting there, 1 to observe, and 2 to get back. From reading planned actions so far I am looking at something like 3 turns of spells and such and ?2? turns to move into place?


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Rivalry's End Compass Truthseeker 1

As Draklor demonstrates his wealth whilst making a very believable approach the guard respond to him. "That will not be necessary sir, please you and your lady are welcome to join in the festivities.

Draklor realizes that while these guard are being used by a less than reputable man, they themselves are not more loyal to their overlord and the task at hand a bribe substantial enough to sway these men likely is already coming from someone with enough coin to get in themselves. Also while he is not sure the games played in this particular event he is aware that these types of events typically include various games and are more akin to an open casino environment than a singular tournament game.

As Draklor enters with Zranashta the men look up and see Malaz shining body nearby.

GM Secret:
knowledge(planes) Not trained, cap 10: 1d20 - 1 ⇒ (19) - 1 = 18

You, someone with the wealth to cover themselves in gold, must be here for the party come on, don't be shy.

For those trying to sneak around back, the hustle and bustle has no one aware that you are doing anything odd at this time. Though Cuethric's perception has allowed him to identify a service entrance that he could easily sneak into with his currently hidden presence. He may have noticed another way or two in also, but sharing with others may cost him his current slyness.


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Rivalry's End Compass Truthseeker 1

As you all are Riddleport and just essentially walking through town to get to your destination, you are welcome to buy anything on the way.

Also, once everyone has a chance to make those purchases I will start the next section unless there is obviously still a discussion about how you are going to approach getting in going on. A slight tip, gamblers do not use a communal pool of money, especially at an exclusive high stakes game, but A gambler may have A bodyguard, valet, or companion. I feel like that sort of thing should have been included in Draklor's knowledge check anyways.


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Rivalry's End Compass Truthseeker 1

Let's try that again... I think it is the same link, but I adjusted a setting.

Maps & Visuals


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Rivalry's End Compass Truthseeker 1

Zranashta that sounds perfectly reasonable, I will add spot into my initiative setup.

Also for everyone here is the link to the Google Slides, it is also in the Campaign info for quick reference, let me know if you have any issues with it.

https://docs.google.com/presentation/d/1v2HeYO7CA__kt_34hrx_afhrNRkf9EDysza xkrFpV-E/edit?usp=sharing


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Alright I am going to close this with the first 6 getting spots.

That being:
Lvl 6 Remmy
Lvl 6 Malaz
Lvl 5 Cuethric
Lvl 4-7 OG3
Lvl 3 Sinaryn
Lvl 6 Zranashta

Highest Possible:
6+6+5+7+3+6=33
33/6=5.5

Lowest Possible:
6+6+5+4+3+6=30
30/6=5

If I remember my tier rules correctly being middle with 6 people means going up.

Sinaryn, I know you said you are okay with, it, but I just want to double check for my own "don't feel bad if your kill the out of tier booned character (who also likely doesn't have enough prestige at this point to come back easily)" sake. You are sure you want to play up in this?

In the mean time I am going to go ahead and work on pulling your initiatives and perceptions and getting the starting post ready.


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Rivalry's End Compass Truthseeker 1

Upon escaping Bloodcove your team rendezvous with Fola and Guaril to debrief. Everyone communicates how to signal the start of the embargo, which Fola and Guaril promise to do once they’ve communicated these details with their own contacts and superiors. Before long, Aspis ships begin struggling to make landfall in Bloodcove, and Pathfinder allies report that traffic to the Kaddodi mining operation quickly diminishes in the face of frequent raids. With the mine’s supply lines compromised, Fola and her agents begin planning ways to further cripple the excavation projects before it undermines Parveen’s prison. Fola makes a point of asking that you all remain in the area in case further intervention is necessary. Having rescued Malika Fenn, she thanks you all for releasing her and posits that it may be time for her to relocate now that Bloodcove has become so dangerous for her. Rescuing Malika also earns everyone the Malika’s Aid boon on your Chronicle sheet. Having convinced Erwyn Harvacus to form a long-term alliance with the Pathfinder Society, Guaril grins broadly and assures the group that he plans to make the partnership worthwhile for the druid. He also tells you all he plans to keep you in mind if he needs to negotiate with the Saltroots again and guarantees that the Exchange’s leadership will remember how they helped him get a foothold in Bloodcove.

PRIMARY SUCCESS CONDITIONS
If the PCs successfully recruit both Erwyn and Ungala and escape Bloodcove alive, they successfully implement a blockade against Aspis operations in the city. This earns each PC 1 Prestige Point.
SUCCESS*cough* mostly...sorry Cat *cough*

SECONDARY SUCCESS CONDITIONS
The PCs successfully complete their secondary mission if they accomplish at least three of the following five goals: recover at least one piece of evidence from the Vanji Prospector’s Guild without bloodshed; rescue Malika Fenn from the guild house; resolve at least two out of three of Erwyn Harvacus’ concerns during negotiations; identify Evrishu as an adhukait asura before fighting it; recruit both Erwyn and Ungala before gaining 5 or more delays. Succeeding earns each PC 1 additional Prestige Point.
SUCCESS

FACTION NOTES
If the party successfully resolved all of Erwyn Harvacus’s concerns and recruited him for a long-term alliance, grant each PC belonging to the Exchange faction the Saltroot Intermediary boon on their Chronicle sheet.
SUCCESS

I am working on the Chronicles right now I will get them posted sometime today.


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Rivalry's End Compass Truthseeker 1

Molos, I moved you up 15 and over 10, up 10 and over 10 is a tree so I moved you one more up, because that seemed closest to your intentions.

Quarrion charges up to the Asura and even despite all of the visual trickery manages to strike a solid blow on the creature.

Flavias uses is illuminating magic which minimizes the fuzzing effect, but there still seems to be multiple of the creature.

Agirran charges in seeing Quarrion's success, but is unable to repeat it and misses by so much he doesn't even swipe a fake image.

The Asura writhes a little in resistance, not from the wound inflicted by Quarrion, but presumably from the magic of the tablet. As it sees the tablet and it's holder move away it sets chase trying to maneuver safely between the threats imminent to it.

Asura Acrobatics: 1d20 + 11 ⇒ (6) + 11 = 17

Moving nimbly and deliberately before taking off at full speed, the Asura is able to avoid the attacks of Agirran, but not of Quarrion on it's manuevers alone. With it's focus on pursuit the creature gets in the face of Molos, but does not yet have the chance to attack him.Quarrion you can take an AOO if you wish.

PATHFINDERS FIGHT! THE BOLD MAY ACT!

Round 4

Molos (READING THE PASSAGE, Protection from Evil +2 Deflection +More)
Flavias (Mirror Image=6)
Agirran (Good aligned weapon)
Quarrian (AOO provoked against, Good aligned weapon, Shield of Faith +2 Deflection)
Catushlara (Good aligned weapon, Protection from Evil +2 Deflection +More)
----------------
Adukhait Asura (-10, Weakened No Teleport + 1 round, Faerie Fire, Blur {20% Miss Chance}, Multiple of creature No one spellcrafted it, Hypnotic Stare)


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Rivalry's End Compass Truthseeker 1

As your group follows the overseer through the room you notice several crates laid about, with little indication of what each may be. When the team rounds the corner they notice a person being held captive by the roots of the mangrove tree that is easily recognized as the contact Malika Fenn.

When the Overseer reaches the East wall he picks up a letter and hands it to the team in slides presentation along with pointing to a tablet on the crates. I hope this pleases Miss Dell. Let us know, then we will discuss any other business you have.


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Rivalry's End Compass Truthseeker 1

I am going to help you out here a touch, because it is stated the journal gives you all the info you need to pull off the ruse, but does not actual explain anything of the sort. Meaning any answer that basically says "representatives of Shinri Dell" in it will be successful for the purposes of any questions about being her representatives.

Also since I have heard no objections to the strategy since it was introduced before the information gathering detour, I am going to progress the story, this section has a very bad case of allowing option paralysis.

As you open the door to the Vanji Prospector's Guild,

"A polished table stands in the center of the room, surrounded by windows overlooking the Vanji River. The trunk of a massive mangrove grows through the northern wall, with two large roots breaking through the otherwise smooth wooden floor. A staircase ascends to the east, flanked by cabinets stuffed with leatherbound journals and waterproof scroll cases."

Inside this room are two guards and a tiger lounging across the room in the sunlight by the window. Upon entering on of the guards asks, We were not expecting guests. What business do you have with the Vanji Prospector's Guild?

1/5

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Michael Sayre wrote:

I've been spearheading a lot of the AP sanctioning for org play credit and Chronicle sheets (which is a bit different than sanctioning the new player content for use in org play) but I haven't started on Return of the Runelords because I'm currently playing through it and we're only on book 2. I was hoping that John or Linda might be able to spearhead this one, but if it ends up not looking like they have room on their plates it may be something I jump on once I have a little more bandwidth so that we can get it ready ASAP (it's also possible one of them already started this; I'll follow up on that during our meeting tomorrow).

Unfortunately, sanctioning an AP for org play credit is one of the more time-consuming pieces of the various sanctioning tasks and we're about neck-deep with the expanded schedule of scenarios and specials that are coming out for convention season. We definitely don't want this getting lost in the shuffle or delayed too long past the window where people are actually playing it though.

Michael Sayre, was there an update on this at your meeting?

Mostly for myself I am wondering what levels the last book (or two) will be sanctioned for. There is a lot of speculation of at least XX-19 if not XX-20. I personally am looking at the last few scenarios of PFS1 and trying to figure out how to hit most/all of the seeker level scenarios with my one high level PC (preferably with a path to lvl 20 if one is available/I can hit Race for the Runecarved Key). The tiers for that book (and possible the second to last one) have a reasonable impact on that path forward. do you have any information on that even if it is just something like "that is a possibility, but we don't know yet" or "the last book will definitely be no higher than XX-18"?

Thank you,

Zephyre14

The Exchange

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Male Elf Conditions: Heightened Awareness (+2 knowledge&perception,dismissable for +4 initiative)
Duettist Bard 4/Empiricist Investigator 2:
|HP33/33|AC18T13FF15|CMB+3,CMD16|F:+1,R:+10,W:+6|Init:+9|Perc:+18*,SM:+15|S peed30ft|Inspiration5/6|Bardic Performance4/12|

At the chance to tell a story Socraties immediately perks up. Realizing that the dragon has seen through their ruse he spryly jumps to life not worried with trying to seem meek like before.

Your grace, I would be honored to tell you the story of the Nave Plate of Vontegrue Onluego, the last symbol of Viscount Onluego of Interil. You see your Grand Kelizar you are in luck, for not only am I an adviser to Baron Lucula, but I am also spend much of my time entertaining with my storytelling, I don't expect a dragon as grand as yourself would be spooked easily, would you?

While introducing the tale he is about to weave, Socraties works to take his little compsognathus out of it's cage, which quickly snarls at the dragon not realizing his own size. Socraties then sticks a hand in his Handy Haversack and shuffles around a bit double checking his stock of supplies, to which he shuffles several small alchemical items into his pockets, grabs an oil of the masters, his violin and his disguise kit, juggling such items looks like a disaster, but anyone paying close attention realizes there is purpose and a fluidity of experience that could only come with having done this many times before.

Once he seems satisfied with his arrangement of items, he snaps at the compsognathus, casts Vocal Alteration on himself to give him a more robust and deep story voice, and uses the oil on his violin, the little dinosaur immediately snaps into form realizing what is about to happen it takes the disguise kit from Socraties and mounts up on his shoulder.

As he begins to play the violin as backdrop for the story all of the members of the team feel slightly more competent at perform(Oratory).

Lady, gentlemen, and distinguished guest, your are in for a treat today as I Socraties will be guiding you through Journey of how Vontegrue Onluego earned himself and his family the honor of a Viscount of the Great Taldan Empire. Born little more than a peasant and unfavoring of his position Vontegrue worked hard all his life to become something better, but no skills did he find and aptitude for. Not to give up he joined the military during the height of the Taldan expansion. With this Socraties having slowly been approaching Ortun the whole time, uses the help of his compsognathus to slather stage make-up on Ortun, giving him the face of a young human male, and pushes him towards the middle of the group. [/b] Now within the military he was not particularly skilled with a sword or a bow, but worked hard to impress and to carry his weight. This soon landed the young Vontegrue on a ship under Captain Torterus.[/b] Again one of the crew falls victim to Socraties make-up as this time he shimmied close to Coatl before pouncing, then shoving him towards Ortun. Many years passed and Vontegru gained some notoriety within the crew, and was considered a first class deck hand, even if he caused mischief now and then. At which Socraties throws a thing of alchemical grease from his pocket right into the feet of Coatl, that makes him slip. On one night one particular night of celebrating the victories of Taldor, a barmaid Again, likely seeing it coming at this point Socraties attacks a crew member, this time his victim being Setare, her beauty was nothing extraordinary, but something unique about her caught his eye though he was not sure what. Soon, Socraties throws another item, a smokestick, this time at the feat of Setare, quickly disappearing behind it with her, then pulling her out a moment later with a mass of rope stuffed within her robes, She would be pregnant with a boy to which all were of great joy to which he throws powder in the air in a celebratory manner. BUT, the Onluego boy would sadly never meet his father. for missions still needed run for the glory of Taldor and not always does everyone come back.

A special mission was brought before Captain Torterus. A mission to guide Duke Velderane One last time Socraties uses his disguise kit on his companions covering Jack in make-up and shoves him towards the others. and his bartering riches to peace talks with a wizard that had been using his powers to pirate trade and military vessels as they traveled the Inner Sea. The approach went well and it seemed as if negotiations might be possible. Not long after landing though it becomes obvious it was a trap. Socraties slams a jar into the ground just behind the part, but it seems to not do anything, Captain Torterus sent his most trusted crew member Vontegru Onluego to lead those left on the ship to prep for an emergency retreat. Defending the ship from forward forces of the wizard Vontegru was the highest ranking member of the crew on board and protected the helm. As the crew came out the gate dragging an unconscious Duke and barely conscious Captain onto the ship a yell to "LEAVE, LEAVE NOW!" could be heard the moment before a MASSIVE fire elemental BURST at this moment the jar that Socraties had splattered makes a concussive blast and all 4 other members of the teams ears ring As the ship slowly begins to leave the elemental chased it to the edge of the dock before preparing itself and launching a final attempt on the crew, a monstrous ball of fire flew through the air directly at the ships wheel, with only a moment, Vontegrue turned the ship straight toward Taldor as he and the wheel were vaporized into oblivion, Socraties chucks an alchemist's fire just in front of Coatl, hits him with a smoke stick before pushing him as far back and away from the group as he can muster the only thing that could be found was the metal of the bronze Nave Plate from the wheel. The crew and Duke were able to ride out the trip directly into port in Taldor without trouble. When they arrived Duke Veldrane gave the Nave Plate to the late Lady Onluego and made a decree that within his realm the hero of the Lost Wizard Raid Vontegru Onluego and his descendants would forever be honored as Viscounts and the Nave Pate would be heralded as a symbol of his bravery and selflessness for the rest of time. Again Socraties throws powder in the air in celebration and so ends the tale of Vontegru Onluego and how the Onluego family became Viscounts of the Great Taldan Empire.

At which he stops playing his violin and takes a bow and directs the others of the crew to also do such whether they played along or not.

Perform(Oratory): 1d20 + 2 + 2 + 1d6 ⇒ (1) + 2 + 2 + (2) = 7


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edduardco wrote:
QuidEst wrote:
KingOfAnything wrote:

Wands: Each wand is 1/day spend an RP to get a spell, and then is spend an RP and a spell slot to get a spell.

I like wands in a space a little more limited than staves so that a staff feels like an upgrade.

That’s basically how the staffs work.
Th problem with that is why would you want a Wand when you already have a Staff? I think Wands and Staves should cover different design spaces.

I think KingofAnything is meaning basically like a staff without the bonus effect, in the blog example being the bonus to healing, so it is a low cost option till you can afford the more powerful staff.


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Mark Seifter wrote:
thflame wrote:
Mark Seifter wrote:
Deadmanwalking wrote:
Mark Seifter wrote:
Deadmanwalking wrote:
an item with charges (which seem common, Wands and Staves seem to all fall into this category)
Wands and staves, and only wands and staves, fall into this category. Staves are almost certainly the most complex item type in the game right now.

This is good to know, and if it were only Staves I'd be less concerned. Wands are super common and gonna continue to be so, though, and by far the most logistically difficult item to keep track of in PF1. Adding Resonance costs just makes that worse.

I mean, lower number of charges would help (and seems likely based on stuff you said in another thread)...but I still remain very concerned about the specific Resonance/Charges interaction.

I think as long as wands remain a multi-use consumable, it's definitionally and tautologically going to have charges, or at least a synonym for charges (I mean, they are basically similar to scrolls in bulk, like in PF1). Staves could lose their charges in their current incarnation and still function just fine, though.

Perhaps just don't make wands consumable?

Here's how I would handle it:

-Spend 1 RP to attune a wand.

-Spend 1 RP to cast the spell from the wand. (And any required actions for the spell.)

From your earlier response to my post, I assume that these items exist, they just aren't "wands". I guess what I am suggesting is that those items SHOULD be wands, and "wands" as they are(or "charged items"), just should not exist.

This is all coming purely from a ease of use stand point. I don't want to have to track Resonance AND charges simultaneously. I feel like doing so defeats the point of having Resonance in the first place.

If so, a wand of invisibility is going to cost more like 1,000 gp and be something you find/buy/get closer to 10th level than to 4th. And it would invert the relationship between staves and wands, insomuch as wands would be a lot more expensive than staves. Not saying it's impossible, but it's a big shift (one way to reduce that shift could be to have wands be something like a one-spell version of the current staves and remove charges from both, though then they are very similar to each other unless staves also change). Personally, I'm curious about how we can best use the really heavily thematic types of magic items with heavy genre buy-in (staves, wands, scrolls, potions, to name some) in ways that make some of them more interesting than just various numbers of uses of spells in a can. Staves and potions have moved away from that; scrolls seem like the best item type to continue being a spell in a can since it's like a pre-written spell, so that does leave room for wands to be something else.

First I know that is a long quote, but I feel the whole context is appropriate.

On page 3 of the Trinkets and Teasures Blog yester day, Mark Seifter made this quote.

I may be reading into it too much, but to me this sounds like he is saying that maybe the design team is not necessarily sure how best to differentiate the "spell in a can" items, especially with the new ideas of resonance and trying to avoid the ""just buy the cheap healing" philosophy of PF1.

I wanted to see what ideas other people had on creating this differentiation and see if maybe we could give the design team some ideas.

I know we haven't seen the current system in practice yet, but we are starting to get some ideas from the blogs and podcasts.

My thoughts:

Potions, leave them as is/PF1 style, it is a way to get spells to even the non-spellcasting especially since this has a lot of the "heal in a pinch" factor to it. I think it is also very appropriate to the genre as is too.

Scrolls, also leave as is, the ability for magically trained, even if not themselves not spell casters to be able to read someone else's magically enhanced script of a spell and cast it seems appropriate to me. They are cheap one use, investment based things, that while I see scrolls as usually being more for transferring the knowledge to others and most of the "I cast a spell by reading a thing" being more for book type objects it is a shrunken version of a book and things like rituals could be in books.

Staves, this is where things get a bit different for me. I think I actually like the direction that the blog seems to be taking things. Staves a magically empowered, but still have to channel your own magic. They can gift bonuses by channeling through them (such as the healing boost) and have a few spells inherent to them that you can use it to cast by channeling your own power through it. To me this seems like a very thematic way to make a staff feel like an extension of the caster and not just like the source of a spell, you aren't useless without it, but it is a huge boon.

Wands, okay the really tricky one. So we don't want heaps of free casting like PF1, and we don't want them to feel the same as any of the other three options. I believe the resolution to this is 1 of two things, and maybe you can have wands of either kind or create something else like foci (your crystal ball or magic skull or whatever you carry around)

1. Make each wand hold a single spell and you can either resonance cast that spell or use a spell slot to cast it, basically like a stave, except exclusively 1 spell and no other bonuses. To me this type of wand fulfills the purpose of PF1 style wands without giving the mass casting of them.

2. Give bonuses, (this is the version I would think foci could be if you did both) for instance like the plus 1 to healing spells or making the 1d4 of your damaging 0 level spell to a 1d6, or being able to change up to 1 dice of a spells damage to the specific element of that wand, or increasing the range of the spell by a up to 10% or allowing you to focus a cone spell into a line spell. To me while this may be much more out of line with the old version of wands I feel it is much more genre appropriate to wands. Whenever I see wands in a fantasy environment they always seem to be more of objects to channel someone's magic, not necessarily items of magic themselves.

I do believe that for the sake of a game system there is need for "wands" of type 1 to help with various situations, most specifically healing. In my experience (though limited compared to a lot of you long-timers) if it isn't healing you are only not using a scroll to save gold in the long run and the new resonance system and gold value system I am getting from the blog implies that may not be a good excuse anymore.

I know this is really long, but I hope it starts some good conversation and I hope it gets some people thinking.

In the mean time, how much longer till we get to actually test this thing again? ;P


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Thank you to everyone who has replied. Let me consolidate what I have seen so far.

--Prevent the attack with an AOO or readied action

--Not be a valid target (ie too much health, temporary health counts)

--High touch AC in the case of touch attack based effects

--Contingency Spell to immediately remove the effect

-SR (probably not going to work for how low what you are able to get is and how high the caster check these guys will be throwing is likely to be.)

-Spell turning (10 min/level or till used whichever less, Just make sure you roll high enough on the D4, is only one use)

-Rod of Absorption *Must be in hand* (50 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone *Requires prepared action*(lvl 8 or less spells, 50 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone Cracked *Requires prepared action*(lvl 2 or less spells, 10 total spell levels)

-Lavender and Green Ellipsoid Ioun Stone Flawed *Requires prepared action*(lvl 6 or less spells [and take damage], 50 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone *Requires prepared action*(lvl 4 or less spells, 20 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone Cracked *Requires prepared action*(lvl 1 spells 5 total spell levels)

-Pale Lavender Ellipsoid Ioun Stone Flawed *Requires prepared action*(lvl 3 or less spells [and take damage], 20 total spell levels)

-Lesser Globe of Invulnerability (lvl 3 or less spells)

-Globe of Invulnerability (lvl 4 or less spells)

-Spell Immunity (lvl 4 or lower, 1 SPECIFIC spell per 4 caster levels, 10min/lvl, spell must be effected by SR)

-Greater Spell Immunity (lvl 8 or lower, 1 SPECIFIC spell per 4 caster levels, 10min/lvl, spell must be effected by SR)

Of these the only ones that would work in the specifically brutal case of Power Word Stun would be AOO's/Readied Actions, not be a valid target, spell turning (need at least a 2 on the roll), Rod of Absorption *must be in hand*, Lavender and Green Ellipsoid Ioun Stone *must ready action*, and greater spell immunity *must put into effect on exact correct spell*


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Something like Paladin to life Oracle would be very thematic if I am understanding the Oracle class correctly (got old couldn't wield the weapon good anymore, but the diety still speaks through and empowers your frailing body to do it's work).

I would not recommend Sorcerer since it is a class so linked to heritage and the like and you are playing up the role-play of the character.

1/5

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Terminalmancer wrote:

This is also not how I have read the rules, but since this clears up the worst of the problems, I think I am also okay with it. Thanks to the design team for reviewing it so quickly!

The various methods for calculating special material cost, using different categories, criteria, and cost calculations--some with, and some without, the masterwork cost included--have really not done anyone a favor. I think the longer-term solution should be to rewrite the costs of every special material to be based on weight and weight alone and make the masterwork cost entirely separate, but that sounds like a job for my home games or pathfinder 2.

You would also create a weird mess of "realism" vs "mechanics". As was pointed out in at least one of the threads about this FAQ. Most things are priced based on mechanical benefit not really practical use or "actual economics" would price it.

As such if my 35lb adamantine banded mail, provided the same DR3/- as my 50lb adamantine full plate, but is 70% cheaper, that makes things awkward.

In the case of like current mithral pricing being based on weight for weapons you have the only benefit (besides counted as silver, which is a super cheap bonus on itself) being that it weighs less, so it makes sense that the cost should be directly proportionate to the weight, because the weight is the benefit.

I don't know how this translates out to a lot of other materials because those are the two that I use/care about the most, but it seems to me that special materials are priced they way they are because of mechanical benefit reasons, not realism.

This pricing idea I think is also why a lot of people thought that special material prices would not be multiplied with size difference because it provides the same mechanical benefit, but it is now at a new size level which gives different scales of power possibilities for the creatures it is made for, so seeing it get more expensive does not seem unreasonable.