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Scarab Sages

How would you feel about including a page number reference next to `Basic Reflex Save` (or `Basic Damage Reflex Save` or whatever?)

Especially in picking up the new edition, it's very hard to know where to look up exactly what that means. (I _still_ have a very hard time finding the calculation for spell save DC...)

Scarab Sages

Shaun wrote:

Is it required to additionally pay gold for each point of capital you earn following the table 2-1: Capital Values? If my inn gives me a +44 to generate influence and I roll at total of 54, do I also need to pay 75 gold to get my 5 points of earned influence?

That seems like a lot of money every day.

Yes, you always have to pay the "earned cost" in gold for capital you earn. Think of it this way- if you're rolling to get Influence, as in your example, you're basically giving away the service in exchange for good will; if you have an Inn, you're giving Important People in town free dinners and free nights' stay in the inn. You're burning commodities (via the proxy of "gold") to do so. In fact, if you're getting five capital in a day, you're putting on a lot of very fancy dinners.

The alternative is to have the inn earn gold, which is basically "business as usual." You take in some money, you don't gain or lose capital. (Remember, in "business" speak capital isn't a consumable thing, you don't spend it; you turn it into other things. In UCa, you turn it into buildings, for example.)

Regarding the main point of the thread-

My opinion is that each "business" gets one roll for whatever you want to roll for that day. A business may not be an entire building, but is probably more than one room, and it depends on what you said it was when you created it. Your Brewery has "Storage," but that storage is not a warehouse, and you're not renting it out; it's part of the Brewery.

The rules don't care if you have a one-room bar, a one-room brewery, two one-room storages somewhere else in the city, etc.; but I, as the GM, will make you declare; and then you'd need to have Managers for all of them if they're separate, plus you can only "Run The Business" at one of them.

Scarab Sages 3/5 5/5

Specific context: I want to retrain Ecclestitheurge 1/Ouat Monk 1 into Ecclestitheurge 1/Zen Archer 1.

Questions:
1. It looks like it would take 10 days to train out of Ouat Monk into regular Monk- 5 for Awaken Divinity, 5 for Spurn Tradition. This assumes that I don't have to worry about the *racial* features that are removed/added, since the Ouat Monk has class features that replace racial features. Is this assumption correct?

2. Training into Zen Archer would require replacing base Flurry of Blows with ZA's Flurry, base monk's weapon proficiencies with ZA's weapon proficiencies, base monk's base feats with ZA's base feats; (*and* posisbly retrain that feat); and finally retrain stunning fist into perfect strike. Flurry, 5; weapon prof, 5; feat feature, 5; perfect strike, 5; for a total of 20 days. Is this math correct?

My _real_ question is: Can I just retrain as though changing classes instead? This would take either 7 days or 5 days; 5 days if we treat Zen Archer as having retraining synergy with Ouat Monk.

(I can understand that retraining an archetype would be cheaper if I had more levels or the class in question; or if the archetype was one with fewer first-level-applicable changes; but that's not the case with this change.)

(Also, side commentary: This is my first multiclass build, and I found at first play at Level 2 that it was really ineffective, by which I mean likely to die and not able to greatly impact combat. By definition, I'd never get to 'free retrain' a multiclass, it makes it hard to figure this stuff out in the context of PFS.)

Scarab Sages

Sniggevert wrote:
pdbogen wrote:

Hmmm. In Trial #6...

** spoiler omitted **
Here's the author's take on the issue. The general reasoning is in the first quote of the linked thread.

It's nice that he addressed that, but...

Spoiler:

No, I disagree; this isn't even a grey area. "Off the side of a platform 200ft up" is not a "safe place to stand" even if they won't take damage when they fall.

(I also don't know how that ability is supposed to work anyway. Why can I suddenly not push someone off something when I could if there was a platform there. I get it's a balacent hing, but- ugh, nonsensical rules.)

Scarab Sages

Hmmm. In Trial #6...

Spoiler:

Aramaya's strategy states that she "push[es] the PCs back -- ideally off the platform -- with the Pushing Assault feat", but the feat itself states:

"the target must end this move in a safe space it can stand in."

When I run this in a few days, I intend to run it without this aspect of the tactics, because my preference is to not break very clear RAW rules in favor of fixing a suboptimal tactic. However, I think this will make the encounter a little easier than it should be. Perhaps it'd be helpful to make explicit that this is an exception to Pushing Assault (though that's not my preference).

If the edge of the platform were standable but somehow slippery (perhaps it slopes downwards, requiring an acrobatics check when leaving but otherwise making it "safe" to "stand in"), that might be close enough to "safe" while still giving a similar outcome of Aramaya pushing people off.

Alternatively, perhaps rework that mechanic around Ki Throw, though that would require Aramaya to be standing at the edge herself, which might just get her bull rushed off instead.

Scarab Sages 3/5 5/5

Thank you for your feedback, Belafon.

As to your first point:

Spoiler:

I think that there is an argument that can be made around whether or not Laurel will attempt to cure the plague prior to completion of the tasks. This argument, however, seems independent of whether or not she /can/. There is no reason to present the issue as a "-20 penalty" unless she can attempt the check despite the penalty.

As to your second point:

Spoiler:

Although I'd concur with the suggestion that Act 4 would commence when the players exit the shop, having given up their attempts, whether or not the party was divided- that was in fact not the case here. In fact, the players were exiting the shop as part of carrying out the assistance, i.e., on their way to conduct a skill check that logically happened elsewhere. I believe this contravenes both the letter (i.e., they weren't carrying the antiplague) and the spirit (they weren't done with their efforts) of the act's trigger.

In this case, the monk and the mounted paladin had a base speed of 40ft, compared to the slowest party member (20ft). They were Hustling and would have therefore made the four hour trip in one hour, each way.

I believe Michael Eshleman and Dame Kerline have both quite adequately addressed your third point (thanks!); I'll add this text from the PRD (http://paizo.com/prd/usingSkills.html):

Quote:

Aid Another

You can help someone achieve success on a skill check by making the same kind of skill check in a cooperative effort. If you roll a 10 or higher on your check, the character you're helping gets a +2 bonus on his or her check.

As to your fourth point:

Spoiler:
In fact, this is not reasonable justification to disallow retries. As it happens, our party ventured out that evening to find and confront Vondrella, defeated her, and returned; as it's an hour's march away, that's totally reasonable. Defeating this extant threat should have let us address curing the plague with Laurel's help at our leisure.

(Most of my concerns were about Act 3, so I didn't read the scenario word-for-word before now. Holy crap:

Spoiler:
Act 1 gold is from stealing the infected lumber workers' wages?! Why not just murder them outright, too?
)

Scarab Sages 3/5 5/5

Jiggy wrote:

Sometimes GMs make mistakes, and you need to just go with it. If you think the consequences of potential errors are serious enough, go back to your GM and politely and clearly make your case. If he's not receptive, repeat the process with your local VC/VL. If you're still unsatisfied after that and think it's necessary, contact Mike Brock.

Hope that helps!

Thanks; that does, and that was what I was planning to do.

I wasn't trying to get action against the GM here, or anything. Mostly I wanted to see if I was misinterpreting the scenario somehow, and if others had a different perspective that would show the GM's rulings in a different light; or if indeed, there was some consensus that the GM had misinterpreted the scenario, which I believe makes it much harder than it should have been.

Edited for grammar and clarity.

Scarab Sages 3/5 5/5

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Hi, guys. Our GM ran Pallid Plague last night, and I found it frustrating and unsatisfying in the extreme. We didn't die, but we failed both success conditions; and in this case, I think the GM made some incorrect calls. I'd appreciate if someone could check my thinking on this.

I downloaded the scenario and read through it, and have a few questions...

Spoiler:
At Tier 3-4, Laurel has Heal +11 to help treat a DC22 fort save. She has -20 due to the scenario, making it impossible for her to make the check (she can roll at most an 11). Our GM treated the disease such that *nobody* could make Heal checks to help unless we passed 10 "help Laurel" checks to *completely* eliminate (which I believe is different from the RAW "effectively eliminate") her penalty. I think this is incorrect... Any thoughts? Can Laurel attempt Heal checks while still retaining some penalty? Can PCs make heal checks with or without the cure? (If the PCs recover naturally unaided, does that count for Laurel's purposes of finding a cure?)

Furthermore, during this encounter, we divided the party a bit...

Spoiler:
The Monk and the mounted Paladin Hustled back to the garden to retrieve the body of an infected ex-druid for dissection. The GM had the second encounter, with the beggars, happen while we were gone, which was before Laurel made the cure- the PCs leaving Laurel's shop with the cure is the starting criteria for this encounter. Can someone confirm that the GM should have waited until/unless we had a cure before beginning this encounter?

Still speaking of all those rolls...

Spoiler:
The DM ruled that we could not Aid each other in making *any* of the skill checks to help Laurel, whether or not it would be possible in the context of the action (E.g., I think aiding a Heal check to dissect a corpse is reasonable; more eyes might notice something the first person missed, nevermind that during, e.g., surgery, it takes more than one person to be effective anyway.) I'd be OK with saying that the attempt to aid counts as that character's use of that skill for the purposes of the encounter, but I think making every person roll completely independently is not supported by the rules RAW and isn't explicitly called for by the scenario.

Which brings me to something in the scenario I don't agree with, but it's written that way...

Spoiler:
It's infinitely frustrating for me when the scenario overrides book rules for no reason other than, apparently, to make it harder. Many/most of the skills we were using allow for retry every day; I don't see a justification for the scenario to prohibit this. We're still dealing with a disease that deals 2-4 ability damage per day, including con damage; if it needed to be more dangerous, make the disease more dangerous instead of rewriting the rules. My $.02 on that.

Edited for grammar.

Full Name

Eszter Orsolya

Race

Human

Classes/Levels

Inquisitor 1

Gender

Female

Size

Medium

Age

20

Alignment

NG

Deity

Pharasma

Location

Ustalav

Languages

Taldane, Varisian

Occupation

Royal Accuser

Strength 16
Dexterity 14
Constitution 14
Intelligence 10
Wisdom 14
Charisma 10

About Eszter Orsolya

Eszter Character Art

Statistics:
Female Human Inquisitor (Royal Accuser) 1
NG Medium Humanoid (Human)

Init +2; Senses Perception +7
------------------------------
DEFENSE
------------------------------
AC 17, touch 12, flat-footed 15 (+4 Armor, +2 Dex, +1 Buckler)
hp 14
Fort +4, Ref +2, Will +6
------------------------------
OFFENSE
------------------------------
Speed 30 ft.

Melee +3

Ranged +2
------------------------------
STATISTICS
------------------------------
Str 16, Dex 14, Con 14, Int 10, Wis 14, Cha 10

Base Atk +0; CMB +3; CMD 15
.
.
.
.

TRAITS

Teacher's Pet:
Professor Lorrimor traveled the Inner Sea region lecturing and teaching at universities in locations as far-flung as Manaket and Magnimar, and as different in scope as the bardic colleges of Taldor and the battle colleges of the River Kingdoms. Speaking before standing-room-only lecture halls on topics as widely ranging as military strategy, planar anomalies, theology, and agriculture, Lorrimor’s time was highly valued among those ambitious to benefit from his expertise. Despite this, he still managed to provide one-on-one assistance to the most promising of his acolytes. When he saw the potential for greatness in one of his charges, he took it upon himself to nurture their spark. You were such a student. Over the course of several months, you and the late professor spent hours debating the finer points of your topic of interest, and the intellectual doors he opened for you continue to flavor your outlook on the world.
You gain a +2 trait bonus to one Knowledge skill of your choosing and consider it a class skill. Knowledge Nature

FEATS

Iron Will:
You are more resistant to mental effects.
Benefit: You get a +2 bonus on all Will saving throws.

Toughness:
You have enhanced physical stamina.
Benefit: You gain +3 hit points. For every Hit Die you possess beyond 3, you gain an additional +1 hit point. If you have more than 3 Hit Dice, you gain +1 hit points whenever you gain a Hit Die (such as when you gain a level).

Skills (9 points; 6 class, 1 Skilled, 2 Background)
ACP -2

SKILLS

Acrobatics* +2 = DEX 2+0+0
--------------------------------
Appraise +0 = INT 0+0+0
--------------------------------
Bluff +0 = CHA 0+0+0
--------------------------------
Climb* +3 = STR 3+0+0
--------------------------------
Craft +0 = INT 0+0+0
--------------------------------
Diplomacy +6 = WIS 2+1+3 (WIS replaces CHA - Inquisition)
--------------------------------
Disable Device*† +2 = DEX 2+0+0
--------------------------------
Disguise +0 = CHA 0+0+0
--------------------------------
Escape Artist* +2 = DEX 2+0+0
--------------------------------
Fly* +2 = DEX 2+0+0
--------------------------------
Handle Animal† +0 = CHA 0+0+0
--------------------------------
Heal +2 = WIS 2+0+0
--------------------------------
Intimidate +6 = CHA 2+1+3 (WIS replaces CHA - Inquisition)
--------------------------------
K (Arcana) +0 = INT 0+0+0
--------------------------------
K (Dungeoneering)† +0 = INT 0+0+0
--------------------------------
K (Engineering)† +0 = INT 0+0+0
--------------------------------
K (Geography)† +0 = INT 0+0+0
--------------------------------
K (History) +1 = INT 0+1+0 (+1 Background)
--------------------------------
K (Local) +4 = INT 0+1+3
--------------------------------
K (Nature)† +2 = INT 0+0+0+2 (+2 Trait)
--------------------------------
K (Nobility)† +0 = INT 0+0+0
--------------------------------
K (Planes)† +0 = INT 0+0+0
--------------------------------
K (Religion)† +4 = INT 0+1+3
--------------------------------
Linguistics +1 = INT 0+1+0 (+1 Background)
--------------------------------
Perception +7 = WIS 2+1+3+1 (+1 Meticulous Inspection)
--------------------------------
Perform (Oratory) +1 = WIS 2+0+0 (WIS replaces CHA - Inquisition)
--------------------------------
Profession +2 = WIS 2+0+0
--------------------------------
Ride +2 = DEX 2+0+0
--------------------------------
Sense Motive +6 = WIS 2+1+3
--------------------------------
Sleight of Hand*† +2 = DEX 2+0+0
--------------------------------
Spellcraft +0 = INT 0+0+0
--------------------------------
Stealth +6 = DEX 2+1+3
--------------------------------
Survival +2 = WIS 2+0+0
--------------------------------
Swim* +3 = STR 3+0+0
--------------------------------
Use Magic Device +0 = CHA 0+0+0
--------------------------------

*ACP applies to these skills
Non-Standard Skill Bonuses

Languages Taldane, Elven, Varisian, Necril

Special Abilities:

------------------------------
SPECIAL ABILITIES

HUMAN

Skilled:
Humans gain 1 additional skill rank at 1st level and 1 additional rank whenever they gain a level.

Shadowhunter:
Those who understand the connection between shadows and the Negative Energy Plane know how to fight the spirits of darkness. Characters with this trait deal 50% weapon damage to incorporeal creatures when using nonmagical weapons (including natural and unarmed attacks), as if using magic weapons. They also gain a +2 bonus on saving throws to remove negative levels, and recover physical ability damage from attacks by undead creatures at a rate of 2 points per ability score per day (rather than the normal 1 point per ability score per day).
Humans can take this trait in place of their bonus feat, also gaining Iron Will as a bonus feat.

INQUISITOR (Royal Accuser):

Class Skills: A royal accuser adds Knowledge (local) to his list of class skills, instead of Knowledge (nature).
This alters the inquisitor’s class skills.

Weapon and Armor Proficiency:
An inquisitor is proficient with all simple weapons, plus the hand crossbow, longbow, repeating crossbow, shortbow, and the favored weapon of her deity. She is also proficient with light armor, medium armor, and shields (except tower shields).

Reformation Inquisition:
Moved by divine disapproval of your church’s mistakes, you seek to correct them however you can.
Granted Powers: You can speak with divine persuasiveness.

Inspired Rhetoric (Ex):
You use your Wisdom modifier in place of your Charisma modifier when making Diplomacy, Intimidate, and Perform (oratory) checks. Perform (oratory) is an inquisitor class skill for you.

Spells:
An inquisitor casts divine spells drawn from the inquisitor spell list. She can cast any spell she knows at any time without preparing it ahead of time, assuming she has not yet used up her allotment of spells per day for the spell’s level.
To learn or cast a spell, an inquisitor must have a Wisdom score equal to at least 10 + the spell level. The Difficulty Class for a saving throw against an inquisitor’s spell is 10 + the spell level + the inquisitor’s Wisdom modifier.
An inquisitor can cast only a certain number of spells of each spell level each day. Her base daily spell allotment is given on Table 2–3. In addition, she receives bonus spells per day if she has a high Wisdom score (see Table 1–3 of the Pathfinder RPG Core Rulebook).
An inquisitor’s selection of spells is extremely limited. An inquisitor begins play knowing four 0-level spells and two 1st-level spells of the inquisitor’s choice. At each new inquisitor level, she gains one or more new spells as indicated on Table 2–4. (Unlike spells per day, the number of spells an inquisitor knows is not affected by her Wisdom score. The numbers on Table 2–4 are fixed.)
Upon reaching 5th level, and at every third inquisitor level thereafter (8th, 11th, and so on), an inquisitor can choose to learn a new spell in place of one she already knows. In effect, the inquisitor “loses” the old spell in exchange for the new one. The new spell’s level must be the same as that of the spell being exchanged, and it must be at least one level lower than the highest-level inquisitor spell she can cast. The inquisitor may swap out only a single spell at any given level and must choose whether or not to swap the spell at the same time that she gains new spells known for the level.

Judgment (Su):
Starting at 1st level, an inquisitor can pronounce judgment upon her foes as a swift action. Starting when the judgment is made, the inquisitor receives a bonus or special ability based on the type of judgment made.

At 1st level, an inquisitor can use this ability once per day. At 4th level and every three levels thereafter, the inquisitor can use this ability one additional time per day. Once activated, this ability lasts until the combat ends, at which point all of the bonuses immediately end. The inquisitor must participate in the combat to gain these bonuses. If she is frightened, panicked, paralyzed, stunned, unconscious, or otherwise prevented from participating in the combat, the ability does not end, but the bonuses do not resume until she can participate in the combat again.

When the inquisitor uses this ability, she must select one type of judgment to make. As a swift action, she can change this judgment to another type. If the inquisitor is evil, she receives profane bonuses instead of sacred, as appropriate. Neutral inquisitors must select profane or sacred bonuses. Once made, this choice cannot be changed.

Destruction: The inquisitor is filled with divine wrath, gaining a +1 sacred bonus on all weapon damage rolls. This bonus increases by +1 for every three inquisitor levels she possesses.
Healing: The inquisitor is surrounded by a healing light, gaining fast healing 1. This causes the inquisitor to heal 1 point of damage each round as long as the inquisitor is alive and the judgment lasts. The amount of healing increases by 1 point for every three inquisitor levels she possesses.
Justice: This judgment spurs the inquisitor to seek justice, granting a +1 sacred bonus on all attack rolls. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled on all attack rolls made to confirm critical hits.
Piercing: This judgment gives the inquisitor great focus and makes her spells more potent. This benefit grants a +1 sacred bonus on concentration checks and caster level checks made to overcome a target’s spell resistance. This bonus increases by +1 for every three inquisitor levels she possesses.
Protection: The inquisitor is surrounded by a protective aura, granting a +1 sacred bonus to Armor Class. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, this bonus is doubled against attack rolls made to confirm critical hits against the inquisitor.
Purity: The inquisitor is protected from the vile taint of her foes, gaining a +1 sacred bonus on all saving throws. This bonus increases by +1 for every five inquisitor levels she possesses. At 10th level, the bonus is doubled against curses, diseases, and poisons.
Resiliency: This judgment makes the inquisitor resistant to harm, granting DR 1/magic. This DR increases by 1 for every five levels she possesses. At 10th level, this DR changes from magic to an alignment (chaotic, evil, good, or lawful) that is opposite the inquisitor’s. If she is neutral, the inquisitor does not receive this increase.
Resistance: The inquisitor is shielded by a flickering aura, gaining 2 points of energy resistance against one energy type (acid, cold, electricity, fire, or sonic) chosen when the judgment is declared. The protection increases by 2 for every three inquisitor levels she possesses.
Smiting: This judgment bathes the inquisitor’s weapons in a divine light. The inquisitor’s weapons count as magic for the purposes of bypassing damage reduction. At 6th level, the inquisitor’s weapons also count as one alignment type (chaotic, evil, good, or lawful) for the purpose of bypassing damage reduction. The type selected must match one of the inquisitor’s alignments. If the inquisitor is neutral, she does not receive this bonus. At 10th level, the inquisitor’s weapons also count as adamantine for the purpose of overcoming damage reduction (but not for reducing hardness).

Monster Lore (Ex):
The inquisitor adds her Wisdom modifier on Knowledge skill checks in addition to her Intelligence modifier, when making skill checks to identify the abilities and weaknesses of creatures.

Meticulous Inspection (Ex):
A royal accuser gains a morale bonus equal to 1/2 his inquisitor level on all Perception checks (minimum +1).
This ability replaces stern gaze.

Spells:

------------------------------
Spells
------------------------------
0th (At Will) DC 12

Detect Magic
Disrupt Undead
Guidance
Light

1st (4/day) DC 13

Cure Light Wounds
Divine Favor

2nd (2/day)

Gear/Possessions:

------------------------------
GEAR/POSSESSIONS
------------------------------
+++++++++++++++++++++++++++++++
Consumables

Candles (10)
Torches (10)
Bullets (20)
+++++++++++++++++++++++++++++++

Battle Aspergillum (Alch. Silver)
Dagger (Cold Iron)
Dagger
Sling
Armored Coat
Explorer's Outfit
Holy Symbol
Pen & Ink
Parchment x3
Scroll Case
Journal
Belt Pouches x2
Spell Component Pouch
Mending Kit
Small Metal Mirror
Grooming Kit
Soap
Rope (50')
Pitons (4)
Hammer
Inquisitor's Kit:
-Backpack
-Bedroll
-Flint and steel
-Iron pot
-Manacles
-Mess kit
-Rope (50')
-Soap
-Spell component pouch (Spare)
-Waterskin

Carrying Capacity
Light 0-76 lb. Medium 77-153 lb. Heavy 154-230 lb.
Current Load Carried lb.

Money 18 GP 8 SP 5 CP

Background:

Background

When she’s not traveling Eszter lives in Ardis, the same city where she was born in the same house where she was born. A lot of Eszter’s life is like this, repetition or retention of relics from the past. It can seem to her as if she stepped into her father’s life when his turn with it ended, picking up and carrying on as if he had never died but instead taken over her body.

Eszter’s mother didn’t stick around for long. Eszter doesn’t remember her directly, only through what her father told her which wasn’t much. During her childhood, Eszter’s father was often away for work, sometimes for extended periods. Mostly she was raised by live-in nanny housekeepers. Ciprian, her father, taught her what he knew when he was present. Mostly that was weapons and armor, how to recognize the many, many, different dangers not part of the natural world that lurked and preyed in Ustalav, and how best to find the weaknesses she could use against them.

When Eszter was 17, her father didn’t come back from the work trip he had left on. Only a box containing some of his possessions, along with a note informing her of his death arrived. The news was painful for Eszter, but not surprising. Her father’s family had been in the same line of work for several generations. Nobody had retired to enjoy their golden years because they didn’t make it to those years. Ever since she was old enough to really understand what her father did, she had been waiting for the other shoe to drop every time he went away. Finally it had.

There was enough money stashed away to pay for a year at the university in Lepidstadt. Eszter could have gone to the university in Ardis for less, but she wanted to experience something new. Besides, the university in Lepidstadt had a reputation for being a place where more “eccentric” subjects were pursued by faculty. Eszter didn’t pursue a degree or affiliate with any particular subject of study. Instead she selected the courses that could give her the most immediate and practical gains. A couple of those class were taught by Professor Lorrimor. She often sought out Professor Lorrimor outside of class, plying him with questions or asking for advice. They made an impression on each other.

At the end of the year Eszter returned to Ardis and moved back into the old family home. She needed to start bringing in some income so she took up her father’s position. The charter granting the head of the Orsolya family rights and privileges as a Royal Accuser were among her father’s possessions returned to her, and she was the head (and sole member) of the Orsolya household. In the past couple of years since she started her career, things have been slow and hand to mouth as Eszter tries to establish a reputation.

Appearance and Personality:

Height: 5'6” | Weight: 130 | Hair: Dark Brown | Eyes: Blue

Appearance

Personality