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asthyril's page

*** Pathfinder Society GM. 1,263 posts (1,277 including aliases). No reviews. No lists. No wishlists. 92 Organized Play characters. 1 alias.


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Male Human Expert 3

i don't bother usually, i may want to retrain a feat


Male Human Expert 3

will move adjacent to disarm it 1d20 + 5 ⇒ (17) + 5 = 22 occultism


Male Human Expert 3

will heal Mu Long 1d8 ⇒ 5 then attempt occultism disable 1d20 + 5 ⇒ (17) + 5 = 22


Male Human Expert 3

Talu , as a reminder, i did allow you to move half your speed on my turn, you never responded


Male Human Expert 3

Anchor will move up 25 ft. heal Gregor 1d8 ⇒ 8 then move up 25 more feet and say "make a fruit, ill go give it to him"


Male Human Expert 3

i think you rolled an 85 sided die


Male Human Expert 3

I believe Gregor and Mu Long (and the bear AC) are the only people left i can heal for 10 minutes


Male Human Expert 3

will spend one action healing OKASHU 1d8 ⇒ 1 then spend 2 actions activating 4 winds again (FREE ACTION HALF STRIDE), targeting GREGOR, TALU, MARRLOW, and himself

(I might suggest since Talu is tiny she can move adjacent to red (same square as Okashu) then try to disable then move away on her turn before it goes)


Male Human Expert 3

will heal Marrlow 1d8 ⇒ 4 and use 4 winds on gregor, okashu, talu, and the bear AC (all can stride half their speed for free)


edit: found out about generic document
https://downloads.paizo.com/OP-Sanctioning/Starfinder+Generic+Sanctioning+D ocument.pdf


This was released today, but it isnt obvious (at least to me) where the SFS cert for credit is located to give players. where might i find that? it isnt the last page of the pdf like i expected


Male Human Expert 3

ok moved him south of me outside the room


Male Human Expert 3

(also i don't see marrlow on the map to move him but he would be near us, next turn ill heal him too)


Male Human Expert 3

I believe you need to be adjacent to disable, and I am just trying to get people to safety outside the room.

cmlobue is allowing me to use my round 2 missed actions to get Marrow out of the room (or upstairs if the pillars continue to follow us)

We need a plan to deal with the pillars, I think damage isnt going to solve it, we need to use skills.

If we all coordinate our actions, we can have 4 people move up to a pillar and try to disable it, and right before the pillars turn I can use my four winds ability tio move all 4 people away from it(half a stride for free), spread out, so they don't all get attacked, and the pillar has to move to someone and just attack them, then our healer can heal that person and we can do it all again

But for now I think we need to get everyone out and heal


Male Human Expert 3

no longer being slowed will take out Talu's healing potion and give it to her 1d8 ⇒ 8 and then spend his last action healing himself with water 1d8 ⇒ 1


Male Human Expert 3

so i never received my actions from round 2 that would have, imo, significantly reduced the amount of damage we have taken so far. i explained in my comment stating i would be gone for 5 days that i wanted to delay until right before the pillars go, and use my actions to spread people out, reducing the amount of targets they had.

so anyway i pick talu up and leave the room with my 2 actions. im done


Male Human Expert 3

does talu have a potion on them?


Male Human Expert 3

this is round 3 and anchor has only had 1 turn


Male Human Expert 3

my goal is to wait until right before a pillar goes, then move people away from it, spread out, so it cannot attack so many people at once, since i can spend 2 actions to allow 4 people to stride half their speed(myself can be one of the 4 if needed)


Male Human Expert 3

I am back, however it doesnt look like my explanation of what i would do with my actions was followed


Male Human Expert 3

So I have a scheduling thing that I will be away from internet between monday morning and sometime saturday.

Without any knowledge of how to deal with these pillars, Anchor will be spending 2 actions each round trying to use his air kineticist 'four winds' ability to move 4 people (himself as one of the 4 if necessary)away from the pillars reach , right before the pillar goes.

I have mentioned I have played this before, but I also know they have supposedly errata-ed it because it was a dangerous encounter for level 1-2 because of how the pillars damage output was created.

So once Anchor gets an understanding of their melee range he will wait until right before the pillar's turn to move people out of melee range, spread out apart, so it will have less targets to attack when it does.


Male Human Expert 3

Anchor will move into the room, heal Talu 1d8 ⇒ 3 then do RK on how to disable these 1d20 + 5 ⇒ (10) + 5 = 15 he has most rk skills at +5


Male Human Expert 3

Anchor says "well that seems to have solved it, but we still have multiple directions we can go"


Male Human Expert 3

Anchor will be 25 ft away to come heal if necessary. If needed this is the die for my save 1d20 ⇒ 20


Male Human Expert 3

1d8 ⇒ 5 healing for marrlow


Male Human Expert 3

1d20 + 4 ⇒ (8) + 4 = 12 perception

*shrugs*
(sorry i forgot marrlow before)


Male Human Expert 3

I did say back on June 16 that I would heal people as necessary, so Okashu would have gained some hp.

for now i touch everyone hurt (Anchor crit the fort save i believe)
1d8 ⇒ 3 Okashu
1d8 ⇒ 7 Mu-Long
1d8 ⇒ 7 Talu
1d8 ⇒ 4 Gregor


Male Human Expert 3

1d20 + 10 ⇒ (16) + 10 = 26 fort save


Male Human Expert 3

I have played this enough to have experienced all 3 puzzles, so im staying out of the discussion except for obvious stuff, Anchor would likely be interested in exploring the entire room if he can, investigating anything that looks old and interesting


Male Human Expert 3

Anchor would move to examine the statues (if they are there)


Male Human Expert 3

Anchor will heal as necessary, or if you just want to wash up (im unsure if anyone is hurt but a d8 heal every 10 minutes on each of us should help)


Male Human Expert 3

Anchor will move up and put a 10 foot burst hitting all 3 of the enemies south DC18 , and making that burst difficult terrain 2d4 ⇒ (1, 1) = 2 cold damage


Male Human Expert 3

Anchor says "yes i think the scrapes are in that direction too, we can come back if necessary."


Male Human Expert 3

well i hear something down that way *points southeast* but the obvious scrapes look like they go west


Male Human Expert 3

Anchor will be behind Gregor as we move forward


Male Human Expert 3

Anchor Watt will try looking around with perc 1d20 + 4 ⇒ (2) + 4 = 6 but then start following the obvious scrapes on the walls


Male Human Expert 3

Anchor will help each of them up, first Talu using his water bond to heal 1d8 ⇒ 3, then Mu Long dong the same to heal 1d8 ⇒ 5


Male Human Expert 3

i figured out a way similar, but dice are rolled for the stuff before we head into the ruins at least


Wei Ji the Learner wrote:

Paizo and Artificial Intelligence

This would probably be a better fit in homebrew?

im not an artist looking to get paid, im not submitting this for use in one of their books. i am simply pointing out how disappointing and lazy the image for this weapon was in the player core. if they are just going to make it a normal flail, they could have used that space for artwork for a different special weapon, and not have an image for the flickmace at all. the previous book didn't have an image for it.


Tactical Drongo wrote:

I admit I was also kinda disappointed by the flickmace being a flail

I always imaginined it as a mace with a telescope mechanism that extends with the swing and then automatically retracts by internal spring mechanisms or something

exactly this. gnomish creations typically have some mechanics to them, in some weird science-ish sort of way. the flickmace being just a flail goes against the way paizo has always described the way gnomish inventions work. having someone create an artists rendition of a combat yo-yo on a stick, or my combat bilboquet game, would have been much better version of a gnomish weapon, and still fit the text description of the gnome flickmace


Stone Dog wrote:
That is a bastard half spawn of a peppermill and a ball on a stick game.

yes, the name of that game is bilboquet, that was the point. the peppermill is what chatgpt came up with.


I had AI create a better gnome flickmace image since the one in the player core is simply a flail, this image makes it both more complicated and humorous imo
go to combat bilboquet


not sure why this was moved to rule questions since it was started as a request for official ruling for pfs play.


Andrew Christian wrote:
I believe most FAQ's on pets use the word companion to include eidolon where appropriate.

the faq i provided a link to explicitly states animal companion, and uses the incorrect number of hit points for calculating eidolon hp, since animal companions are d8 while eidolons are d10.

LazarX wrote:
Your player is wrong. The only things that get max hitpoints at first level are adventurer classses. Everyone else, INCLUDING NPC classes like Warrior, Aristocrat, get averaged hit die from the get go. The Eidolon is not a player character class.

yes but since there is direction given for animal companions, and none given for eidolons, simply claiming he is wrong without backing it up with an official source does nothing to solve the argument.

this is why i'm hoping mr brock or another person with authority will simply modify the wording of the linked faq to include eidolons. this was not intended as a thread to argue about the rule. i believe most people realize that it probably should be 5.5 hit points per hit die, but it should be clarified since they clarified it for animal companions, and would be a simple, easy change.


I think it is obvious that an eidolon's hit points be calculated the same way an animal companions is. unfortunately the FAQ only includes hit point calculation for animal companions, and eidolons are never mentioned.

searching through forum posts i have seen many people state how they are calculated (5.5 hit points per hit die) but no one has ever officially stated it to be so. i have a player in my group who insists eidolons get max hit points at first level like players do.

so i would like to ask that the FAQ here be slightly reworded to include eidolons if that is the case, or an official ruling on what they should be if eidolons do not use this method to calculate hit points.

thanks

3/5

of that entire FAQ statement, the only thing it mentions as combat animals are animal companions and eidolons. i read that last line as allowing both a familiar and a animal companion (or eidolon) on the map simultaneously.

to me that FAQ simply regulates the amount of animal companions and eidolons you can have on the map, plus the amount of guard dogs (or whatever)you bought from UE.

LazarX wrote:
IF the animal does anything more than function as a decorative feature, it counts as your combat animal.

i'm sorry but that is your own definition of a combat animal, not the FAQs. the FAQ only references animal companions and eidolons as combat animals. it does not include familiars.


there are no rules for dismembering creatures. but i would think that you would require the barbarian to PIN the creature first, then make up some rule about doing that.

but then again the damage could just kill the quasit and he would be sent back to the abyss.

3/5

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the best AC is enough face smashing power that they don't hit you anymore.


There is a MW tool for all skills, as per the CRB. UE did not clarify any specific skill which could not have a MW tool for all uses, therefore Mike Brock would have to come up with a list. He has said previously in this thread that you can have a MW tool for any skill, but only used actively, not passively (ie you need to get the tool out of your backpack and use it to get a +2, you can't get the bonus when you suddenly fall down a cliff or when someone is sneaking up on you)

Therefore, until a specific list of MW tools for each skill gets printed, there exists a MW tool for every skill, including UMD.


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Nearyn wrote:
Is there a rule that clearly state that you do not gain dex AC against an opponent you cannot see?
The closest thing to that would be the rules on armor class which state
Quote:
Sometimes you can't use your Dexterity bonus (if you have one). If you can't react to a blow, you can't use your Dexterity bonus to AC. If you don't have a Dexterity bonus, your AC does not change.

which i consider RAW saying you get no dex bonus to attacks you cannot perceive (eg the first attack from a stealthed opponent).