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***** Pathfinder Society GM. 7,755 posts (19,700 including aliases). 90 reviews. No lists. No wishlists. 92 Organized Play characters. 88 aliases.


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@Albion, while Rangers can benefit from Weapon Specialisation you can only take it at later levels as:

By the time a ranger gains a fourth weapon proficiency at 4th level, the character’s list of weapons must include:
either a bow or a light crossbow,
a dagger or a knife,
a spear or an axe, and
a sword (of any type).

Unearthed Arcana, pg 22


Daniel Stewart wrote:
You are correct...my bad. That was AD&D 2e...I thought it actually started in the UA 1e.

I am fairly sure it is mentioned somewhere as an option in the 1E DMG but I cannot find it.


DM Lil" Eschie wrote:
Not sure yet if Barbarian, Cavalier and Thief acrobats will be used. Open to discussion.

Personally I would avoid Cavalier, its a significant power up balanced by role playing considerations.

Barbarian is very strong but virtually unplayable in most parties at low level.

Thief acrobat is fine, if a bit pointless. Its abilities are very niche.


Additional spells known. Int 16 gives 7, assuming Read Magic counts against the starting number I will roll once more on each table.

1d10 ⇒ 5, Light
1d10 ⇒ 1, Affect Normal Fires
1d10 ⇒ 4, Find Familiar


Two more sets, lets see how it goes.

Stats: 4d6 ⇒ (4, 4, 6, 4) = 18, 14
Stats: 4d6 ⇒ (5, 6, 2, 5) = 18, 16
Stats: 4d6 ⇒ (2, 1, 4, 6) = 13, 12
Stats: 4d6 ⇒ (4, 2, 1, 3) = 10, 10
Stats: 4d6 ⇒ (4, 6, 3, 2) = 15, 13
Stats: 4d6 ⇒ (4, 2, 4, 2) = 12, 10

Stats: 4d6 ⇒ (6, 5, 5, 3) = 19, 16
Stats: 4d6 ⇒ (4, 6, 1, 6) = 17, 14
Stats: 4d6 ⇒ (3, 2, 2, 6) = 13, 11
Stats: 4d6 ⇒ (4, 5, 6, 4) = 19, 15
Stats: 4d6 ⇒ (5, 1, 1, 3) = 10, 9
Stats: 4d6 ⇒ (2, 1, 3, 6) = 12, 11

Think I will keep the first set.


DM Lil" Eschie wrote:
Weapon specialisation will be used for Fighter and Ranger.

Just single classed or all?


Are we using UA weapon specialisation?


Looking at a Gray Elf Ftr|MU from Celene.


Starting Wealth (highest of)
Fighter: 5d4 ⇒ (4, 4, 2, 4, 1) = 15x10GP
MU: 2d4 ⇒ (4, 2) = 6x10GP


Starting MU Spells (DMG Pg 39)

Offensive: 1d10 ⇒ 4 Friends
Defensive: 1d10 ⇒ 3 Feather Fall
Misc: 1d10 ⇒ 8 Unseen Servant

Thats a bit of a challenge.


Exceptional Strength Roll: 1d100 ⇒ 84
Assuming I put the 18 into Strength.


Also, will you be using NWP from the Wilderness/Dungeoneers Survival Guides?


DM Lil" Eschie wrote:


Class level limitations for non-humans

Players Handbook limits or Unearthed Arcana limits?


Stats: 4d6 ⇒ (1, 5, 4, 3) = 13, 12
Stats: 4d6 ⇒ (1, 3, 5, 5) = 14, 13
Stats: 4d6 ⇒ (4, 4, 3, 6) = 17, 14
Stats: 4d6 ⇒ (4, 6, 5, 2) = 17, 15
Stats: 4d6 ⇒ (6, 6, 2, 6) = 20, 18
Stats: 4d6 ⇒ (6, 3, 6, 1) = 16, 15

A pretty good spread of numbers there.


I have run and played a lot of high level 2e and would be interested.


dmchucky69 wrote:

The sorcerer character in the party usually hastes him first thing.

I’ll have to check on the speed thing, but I imagine Foundry applies the speed penalty. It’s good at automated rules enforcement.

I have played a fortress shield using kineticist and foundry had this odd tendency to give a bonus to speed rather than a penalty from the fortress shield.


I would be interested.


Can extra cohort be taken more than once?


Also, can we take complicated ancestry with legendary sorcerer? If so do you get an extra set of Bloodline Gifts (equivalent of Paizo bloodline powers which it gives).


Mighty Godlings get a special form of Leadership at level 20. How will that interact with us also gaining the Leadership feat? Do we end up with two cohorts and double followers?


I am working on Aurora, goddess of the false dawn, child of Desna and inheritor of the power of the Thassilonian Empire. She will be a Mighty Godling|Arcane Sorcerer.


I have been thinking through some of the implications of Supernatural Spell Monster and want to make sure I am not missing anything or reading it wrongly.

Quote:

You’re not really a spellcaster, but you might be mistaken for one.

Benefit : Select one class you have levels in that casts spells. Though you must meet the casting time and all the prerequisites of those spells to use them, they do not count as spells. For rules purposes, they function as supernatural powers.

If your spells are now SU abilities I think that leads to the following conclusions:

1. As SU abilities using them no longer provokes, meaning you do not need to cast defensively.
2. SU abilities do not have components so you can cast spells while grappled.
3. Taking persistent damage or being violently shaken is now irrelevant. In general, concentration is no longer an issue for you.
4. Spells with expensive material components no longer require them, subject to the GM's comment above about not pissing off the Gods.
5. SU abilities are not subject to SR making spell penetration etc irrelevant and cannot be counter-spelled or dispelled. This makes things like curses particularly dangerous.

The change to SU does also create a couple of questions

1. Can you apply your own metamagic feats or class abilities to your spells?

2. Can you use metamagic rods to improve your spells?


pad300 wrote:

As both and Andreww and I asked about Eidetic Spellcaster, I figure we might as well pre-emptively ban it...

Also, is the only 3ed party material permitted the expanded class list, or are we considering things (with GM review, of course) like 3ed party feats and magic items?

Probably yes!

Also, for the SLA one, can you choose SLA's which have expensive material components such as wish?

Linked to that, as we are using ABP, can we purchase additional inherent bonuses using wishes, books or class abilities.


Dotting for interest. A couple of questions about the horrifically empowered feats

1. Eidetic Spellcaster
If a spontaneous caster uses this do they exceed their normal maximum for number of spells known? Can we start having made use of this feature? If so for how many spells?

2. Spell-like Ability
Can you use each SLA 3/day or is it 3/day total?

5/5 *****

I ran this tonight, one issue cropped up. What is the DC of the darkness the hazard casts. I assumed it was basic rank 2 for counteracting and ended up using a level based DC but it would be useful to know.


1 person marked this as a favorite.
Maya Coleman wrote:
FinansDog wrote:
And modules are planned for the seventh season in Foundry VTT? Last year, the sixth season was available at launch, but this time nothing was said about VTT solutions.
It is up now on the Foundry store! You can find it here. Note for our community, this is a real link to the Foundry store. I am your Community Specialist and not a bot, so please do not flag me as spam (even for fun lol).

Is there any reason this isnt being sold on the Paizo website like usual?

5/5 *****

It is unfortunate that one of the treasure bundles is linked to an optional choice the GM may not pick.

5/5 *****

There are up to 6 NPC's who contribute.

When I played it I cast air walk on our scythe wielder, not that the scenario distinguishes between the falling damage and the explosion damage.

5/5 *****

The Dire GM wrote:
The ritual thresholds don't seem to hold a gap? If the PCs fail and Hesla is not a participant, it just falls to Jorsal. That's it.

Jorsal specifies if they get 8 or fewer points. The PCs do it if they have 10+, more for more players.

5/5 *****

I have nearly finished my prep and there are a number of editing errors in this.

Failing the chase is said to have an effect on subsequent encounters but I cannot find any such reference in the scenario. Given there are no penalties for failing chase sections it is entirely pointless.

Also, the ritual point thresholds leave a complete gap where Hesla is not co-operating between the PC's and Jorstal.

5/5 *****

Z...D... wrote:
No changes to the chase for more party members, only different tiers. I think adding an obstacle point for five and six players would have been suitable.

I am prepping this at the moment and the scenario is internally inconsistent on this. The chase cards set the successes at 4 but the text says you need a number of successes equal to the number of party members. I plan to use the second option.


Leaving things for a day seems to have sorted it out.


I bought this today and am trying to download it. All I get is an empty folder. I have used the "are you having trouble downloading this" option which has not helped. I bought Battlecry at the same time which has downloaded without a problem so it doesnt look like the issue is at my end.

5/5 *****

The.Vortex wrote:
BretI wrote:

No combat?

I don’t see a good way to prevent the combat for A2. MUSTARD MARKET MADNESS.

Then again, I don’t see how anyone would know about the bracelet so they could event attempt anything with it.

It cannot be prevented completely, but it can be over REALLY fast if the bracelet is disabled right away

We disabled the bracelets, initiative had not been rolled.

5/5 *****

I played this last night. It took about two and a half hours and had zero combat. I found it interesting if rather underwhelming.


Godwyn Blaecwulf wrote:
And feats, of course, can offer more points.

Every race can also get an extra 10 points from the FCB.


Josten Cailean wrote:
Josten does have enough divine rank abilities I believe. He got the 5 he's allowed from leveling and the feat options with Emergent Divinity and Extra Talent.

I think you have misread how divine rank abilities for Godling work, or I have.

You get 1 point at level 2, 2 at 6, 3 at 10, 4 at 14 and 5 at 18 for 15 total.

Abilities cost 1 rank for rank 1 plus 1 rank for every additional rank. If you take the same ability again it costs an additional rank each time.

So Beauty at rank 4 costs 1+2+3+4 for 10. Divine Power 1 costs 1. That means you should have at least 4 more left plus any from feats.


Josten Cailean wrote:
An unbelievably handsome young man with long red hair and sapphire eyes makes his way onstage.

Love the back story, he looks really interesting. A couple of things did ump out at me.

I dont think you have enough divine rank abilities. You get 15 ranks (more with FCB) but I think you have only spent 11 (10 points on beauty 1-4 and 1 point on Divine Power). You might be saving up for another purchase but I am not sure if we are actually levelling in this game.

Looking at the Robe, its save bonus is resistance so wont stack with the bonus from ABP.

Your 1st Mythic rank will also give a few HP, not much of an issue when you have over 700!


Godwyn Blaecwulf wrote:
I realize that my Paladin side isn’t legendary. Where are the rules for that?

They are all HERE.


Templates and the Perfect Body alternate capstone. I have three stats at 40. None of my stats start at lower than 10. Being undead also helps as you dont have to buy any Con.


Godwyn Blaecwulf wrote:

Have to say that this is proving to be very enjoyable in making this character. Godwyn is slowly taking shape...

Race: Grigori Angel
Class 1: Champion of the Cause Paladin
Class 2: Incanter
Boon of the Storied Monster x2: Grigori Paragon

Still have to work out some of the details. But he's mostly there. Brute+Open Hand Sphere, with huge focus on life sphere. He's turned out to be an amazingly effective healer.

Looks like you are 2 points over the stat cap on Strength. Looks really interesting.


I am still working on the crunch but I thought I would post some of the background here.

Name: Candraphon, The Eater of Worlds, The Worm Within and Without, The Corruption, The End of Hope, The Master of Death, The Warlord

Race: Human (barely any more)
Classes: Mystic Godling 20|Legendary Sorcerer 20
Templates: Advanced (+1), Nightmare (+1), Graveknight (+2), Worm that Walks (+2)
Alignment: Lawful Neutral (with twinges of Evil)

Background

Candraphon has known many names in the long aeons of his life. His past is shrouded in mystery but the most learned sages believe that he came from the ancient past of a little known Prime Material planet called Earth. His mother was the Goddess Hel, Queen of Air and Darkness, Goddess of Death, the Underworld and Suffering. His father was the mortal arch sorcerer Merlin. Hel ensnared Merlin and became pregnant by him, wiping his memory of all that had happened after she allowed him to escape from the Underworld.

Heavily pregnant, she gave birth to her offspring on an ancient, blood soaked battlefield, deep within the the Realm of Nightmare. On his birth she buried him in the earth and scattered it with her flesh eating death worms. For a year and a day the infant sought to stave off the monstrous crawling things and integrate them into his own being. Eventually he exploded out of the ground, a mad, ravening monstrosity which fled his mother into the world of men.

For an age he rampaged through many worlds, in some he struck directly, destroying randomly but as he grew and learned cunning he began more subtle corruptions. Some civilisations he corrupted from within, others he struck with plagues, waves of terrifying monsters or cataclysmic weather events. Always he fled, fearing his mother would find him and compel his servitude.

In time he learned of the planar metropolis of Hyraeatan. Here was a place he could be safe from his manipulative mother for ever and so he determined to capture the city. He raised an army of orcs, demons, dragons, things from beyond the stars and worse and ripped open a dozen portals to the city. However, this time he bit off far more than he could chew and his army was thrown back, the portals closed and he was bound.

Taken before the Council he begged for his life, claiming he was but a pawn of his mother and begging that they spare his life. He was lying of course and while the Council accepted his claims they were no fools. He was wrapped in Mythic Wish and Geas spells and set as a new Guardian of the city. For a thousand years he has watched over the portals and protected the inhabitants. In that time he has slipped out of the many magical bindings he was subjected to but the passage of time has caused a most unusual change.

Time has given him the chance to reflect and reappraise his life. The madness has subsided and he can see that his past has ever been controlled by his mother. Each world he delivered death and destruction to was one where she was strong and his actions fuelled her planar armies. Even the attack on Hyraeatan was secretly inspired by her, a distraction for some more nefarious plot that has yet to come into the open. Likewise, long contact with the other Guardians of the city has changed his outlook. Now he is determined to finally be free of his mother's influence and find a place he can belong.

He recently approached the Council, revealed that he had defeated their wards and bindings and applied for full membership of the Circle of Wardens. That has been granted, albeit on a probationary basis only. He still has a long way to go before he is actually trusted. One of his greatest concerns however is that his mother retains possession of his Graveknight armour and so he will do almost anything to avoid being destroyed and falling into her clutches.


On crafting, can we craft slotless items by doubling the cost or craft combined items by paying 50% extra for the most expensive?


Cronossuss Fallen of Time wrote:
Question GM:Also I will not need it but I bet some one will ask about race builder.

Custom races are excluded in the OP.


Also, I cannot locate a free source for the Legendary Sorcerer. Does anyone know if its available on an SRD anywhere? Its not on d20pfsrd.


Thanks for that, how about Worm that Walks.


On stats, do the 7 bonus points also replace the stat bumps granted by Mythic tier 1?


On Templates any objection to the combination of Nightmare Lord (+4) and Graveknight (+2)?

Despite the templates he will still be a team player.


Quick question on access to stuff, is Blood Money permitted? It does enable all kinds of cheese.


Just dotting for interest here as well.

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