Shade of the Uskwood

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Goblin Squad Member. ***** Pathfinder Society GM. 47 posts (49 including aliases). 2 reviews. 1 list. 1 wishlist. 27 Organized Play characters. 1 alias.


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Scarab Sages

Good morning internet folk! I'm looking to run all three Bonekeep levels, so far I have three players, obviously that's not enough. For those that don't know, bonekeep is a 3 scenario series that is designed to test (deadly tests) characters to their limits, it does not have a 4 player adjustment. This game would be played on Roll20 and using Google hangouts. In terms of schedule there is nothing yet set in stone, so plenty of planning room.

Scarab Sages 5/5

Way to go Paul!!

Scarab Sages

From the Medium's Champion spirit

Sudden Attack:

Sudden Attack (Intermediate, Su): Whenever you take a full-attack action, you gain one additional attack at your highest base attack bonus. This ability stacks with the extra attack from haste, but it doesn't stack with special actions that grant extra attacks, such as flurry of blows or spell combat. Sudden attack works as normal with full-attack options such as two-weapon fighting.

What constitutes a 'special action'? Would rapid shot be considered a 'special action'? Or is it referring solely to class features that give you an extra attack? On a similar line of thought, would an extra attack from Blessing of Fervor stack with this ability?

Scarab Sages

Are you still looking for players? Also, how long are you playing for? 9 pm on Thursday night is kinda late for me to start playing since I have work the next morning.

Scarab Sages 5/5

I gotta say, this sounds awesome! I'm quite looking forward to this addition. This definitely makes factions a bit more relevant and gets rid of the issues with faction-centric scenarios. Kudos to the development team!

Scarab Sages 5/5

I was told it was basically a massacre for all tiers, hence the low PC survavility.

Spoiler:

Apparently you went into the portals that appear at the end of part I and fought a bunch of deadly things to some end, that's all I was told.

Scarab Sages

Looking over the spirits, the bear jumped at me as a great option for a Str based medium, however one concern I have is that as he gets to higher level being large for 24 hours could be a huge pain, not to mention being huge. So hopefully that's changed so that you can somehow control when you're large/huge as opposed to 24 hours.

Scarab Sages Goblin Squad Member

I'm sure this has been said before, but anyone have any invites left?

Scarab Sages 5/5

If I remember correctly, you're allowed to slowly upgrade an item into a named item, such as celestial armor (for example, a pay the price difference between a +3 chainmail and celestial armor to turn that +3 chainmail into celestial armor). Assuming that's still the case and I'm not mistaken, can you do the same with unique items found in chronicle sheets? Items such as the ones found in

Spoiler:
Gamin in Night March of Kalkamedes or Corpselight Rapier in the chronicle sheet for the Prince of Wolves book

Once you get said chronicle sheet and access to said items for purchase, can you slowly upgrade your way up to them as opposed to buying them all in one chunk?

Scarab Sages

Quote:
I enforce the carrying capacity rules as usually my sister and her husband (who were really my only players, and they played 2 characters each) would purchase some horses/mules/donkeys plus wagons/carts to haul stuff around in. I wasn't one of the DMs that would have random creatures come slaughter the animals or steal everything (only stole things if I wanted to have a little side quest). Of course, I always calculated capacity as Str +3 (or if at 18(##), a certain amount above), which gave a bit more wiggle room. Made bags of holding more than just throw-aways.

That sounds a little bit more fair.

The APs are very well written (the majority of them anyway) and well thought out, howevere, they do take some prep.

As for updating, I've never played 2nd ed myself, but from what I've heard it's quite different from Pathfinder. Golarion is fleshed out quite well and Paizo is very invested in it, so there's a lot of material out there and just as much wiggle room for GMs to bring in their own materials and ideas.

Scarab Sages

Never been a great fan of the carrying capasity rules, but from the sounds of your GMing style I wouldn't mind trying it out. I'm currently away from home for the next 4 months or so, and starting up an online campaign sounds pretty appealing.

Scarab Sages

I'd be interested in playing or if need be, GMing. I've played with Roll20 a couple times, but never used it to GM. For gaming days, I'm ok with all those days, although I'd prefer to play on Wednesday or Thursday.

Scarab Sages 5/5

I honestly don't see a problem with a number of people replaying scenarios every year. It's already written in the guide if you're being disruptive and ruining other people's fun by metagaming and such, the GM has every right to kick you out. I think that'd be the only issue with allowing star replays to replenish every year, lots of people with a star replay "flooding" tables of games they're already played. To be honest, this isn't too different from someone who runs a scenario and then plays it, he knows what's coming, he knows what to expect.
I'd love to see the replays be renewable, but if that doesn't happen, I don't see myself replaying any scenario unless under very rare circumstances.

Scarab Sages

Here's Jamir Korvaski's short background. Hopefully it's enough, let me know if you want anything else.

Spoiler:

Jamir Korvaski was born to a small halfling family that has been traveling with a sczarni caravan for generations. Being born on the night of the Ritual of Stardust, with the constellations aligned to match the birth of a future prophet, Jamir was destined to learn the ancient art of Harrowing. Growing up Jamir showed some innate talent to predict the future in a very limited way, although like most other fortune tellers in the current age, he was wrong nine out of ten times. His family didn't really care too much whether or not he got his predictions right, as long as he could put on a good show when the caravan stopped in the next town and make some coin.
In his early teens, Jamir's caravan stopped in Kaer Maga for a few days. during one of these days, he wondered around the city, poking his head here and there, taking in all the amazing sights (particularly the troll augurs). At one point, Jamir found an old magic shop tucked away in an isolated alley. Inside the old magic shop, among its gargantuan piles of books, he found a set of 10 books that would change his life. "The simpleton's manual of matter manipulation!", a guide teaching how to become a wizard. Jamir spent several years teaching himself how to master the arcane arts. By the time he had master the simple cantrips, and the first level of spells, he had a life-changing dream. Jamir's dream brought him to Sandpoint, looking for two tall males and a tall female.

Scarab Sages

How do you want applications? Do you want a paragraph or two for background? A stat block?
I'm thinking of playing a Varisian Halfling wizard that will eventually go into Harrower.

Scarab Sages 5/5

And here I thought the arbiter was not legal for PFS.

Scarab Sages 5/5

The belt is question is found in..

Spoiler:
AP #44 Trial of the Beast

Scarab Sages 5/5

Venture-Captain Hakak "The Constant" Akil, VC of the recently founded lodge in Eto, Osirion. Lvl 14 Battle Tank.

Spoiler:
Half-Orc Sorcerer 1/Fighter 4/Dragon Disciple 9

Scarab Sages 5/5

Getting back on track, the three reasons behind why this PrC might be banned is because
a. The mechanics slow down the game;
b. Cheating is facilitated by the harrow deck; and
c. It is overpowered.

Lets deal with these presumptions point by point
First: the mechanics slow down the game.

There are several other examples of class features, feats, and spells that also slow down the game significantly. As a few examples, alchemists and the mechanics surrounding bombs, and thrown objects. In my experience thrown objects and missing doesn't come up very often, but when there's an alchemist in the party, at least a couple times per game the question as to the proper way of handling misses with thrown objects come up, and that usually slows down the game, between looking the rules up, asking around, and finally agreeing on the proper way to rule it. Another example is summoning. If you have someone who is not very organized, summoning becomes a time consuming nightmare at the table for obvious reasons.
Overall, the main reason a class feature, spell, or feat, is down to the player. If they're on top of their game, then their turns will not eat up a lot of time, otherwise, regardless of experience, their turns will take an eternity. I have seen veteran players take forever playing the one turn.
Taken, a more complicated mechanical effect will have higher odds of causing people to take longer playing their turns. But, if everything that was deemed complicated was banned, there would barely be anything left to play in PFS.

Secondly: Cheating

Yes, the harrow cards do add an extra dimension when it comes to cheating, both because fixing a deck is doable by just about anyone and because it's not a very well known system. While yes, cheating does ruin some people's fun, again, it boils down to the players. After all, it's all about having fun. Just because this system adds an extra opportunity to cheat, it shouldn't be a reason for the class to be banned. There are several other ways to cheat, but the question becomes at what point do you draw the line. If cheating is so much of a concern to not allow a whole PrC, then obviously it is a rampant problem that needs to be dealt with swiftly. Instead of the players rolling their dice, we can get the GM to do it for them. And character sheets must be presented as a printed copy to the GM at the start of every session, to avoid opportune scribbles (such as, "oh hey! I did have a potion of cure light wounds after all!").
Seriously though, I don't believe the possibility of cheating is enough of a reason to ban a class. If a player is caught cheating, it should be dealt with in the appropriate manner and then move on. If the player in question is a repeat offender, I'm sure the area's VC can deal with the player's character in an official manner. I have not seen cheating come up very often in my local PFS lodge, so why should the potential actions of the few prevent the many from having fun?

And thirdly: Overpowered

The example that came up was the level 5 ability "Spirit deck". Summing up what the ability does, at level 5, if you have a lot of luck and essentially draw 5 cards that match your alignment, then you deal 25 points of damage to 1 creature within 30 feet, no saves, no resistances. I can see why some people might think this is overpowered, but let's examine why this ability is close to par with other options characters have at level 10 (since this is the earliest this ability can be obtained).
According to table 1-1 on page 291 of the Bestiary, at level 10 a monster should have about 130 hp. 25 points of damage in this case is a fair chunk of damage. However, you have to be within 30', which for a spellcaster is a fairly close range and dangerous range. Also, the odds of drawing the exact 5 cards you need are rather low. Are all these risks worth doing 25 points of damage? Specially considering some other things a character could be doing. Casting haste would, on the long run deal more damage to the creature in question. Casting slow would also hinder it quite a bit. Casting, any other buff or debuff is usually a more effective strategy, usually with fewer risks to the spellcasters in question.
Also, look at some of the abilities other characters have open to them. I played a character that at level 10 could deal with one attack 4d4+25 with a 15-20 crit range. Give the creature being attacked DR 15, and a crit could deal a potential 74 points of damage (vital strike being used) and a minimum of 56 points of damage. After DR the minimum would be 41 points of damage. Realistically, this is far more powerful and likely than an ability that has the potential to deal up to 25 points of damage. Also, sadly, this character of mine is not dealing anywhere near as much damage as I've seen some other characters deal at this level (I observed a magus deal a good 200 points of damage from one hit).
I believe this is one of those abilities that looks more powerful on paper than at the table.

Scarab Sages 5/5

I don't think it's any more easy to abuse than any other class out there. 25 point of untyped damage with no save is nothing compared to a persistent (using a metamagic rod) Pugwampi’s Grace, which can be achieved at much lower levels.
I still maintain that while cheating can be done, I don't think it's anything else out there that can be done in terms of cheating. I don't think a fixed deck is any more dangerous than say a character sheet written with such messy hand writing only the player can read it (thus giving way to more cheating opportunities), for example.
As for the PrC's other class features, I don't believe they are neither broken nor easier to cheat with.

Scarab Sages 5/5

I still disagree with the PrC being broken. If I'm read the 5th level "cards of death" ability right, even if you got 5 cards that match your exact alignment, that's still only 25 points of damage. At level 10 (which is the earliest anyone can get that ability), it's a rather insignificant amount of damage, specially considering it can only be used 1+Cha mod/day.
Also, as I mentioned above, cheating can be dealt with very easily by the GM if he or she suspects it. Just shuffle the deck yourself while it is someone else turn, and when the Harrower's turn comes around, give them their deck back.
Also, fortune-telling, while time consuming, is more of a flavor thing that any character can do now without having to take any levels in anything.
In reality, the abilities the Harrower provide aren't more time consuming than someone playing a summoning character, or any other sort of spellcaster. It all boils down to the player.

Scarab Sages 5/5

The Inner Sea World Guide is not part of the core assumption, therefore whoever takes any level in the Harrower PrC is obligated to bring a copy of the relevant rules involving their characters, freeing the GM from having to know any of the rules regarding Harrowers and any of their class features.

Scarab Sages 5/5

I don't think it's any more complicated than say... alchemists? Summoners?
Also, for the cheating, you can cheat as easily with dice. If as a GM you're concerned about someone cheating, shuffle the deck yourself and make it so you draw the cards, and problem solved.

Scarab Sages 5/5

I think the title is pretty self explanatory, why is the Harrower PrC (and by extension the Harrowed feat) not allowed in PFS? I've been asking myself just that for a couple weeks now, I've talked it with other fellow PFS goers and no one could give me a concrete argument or reason as to why they're not allowed.
I think it is perhaps one of those things that were implemented when it was thought too powerful or complicated to be allowed in society, but now that there is far more broken or complicated material allowed in society (some are both), I think Mr. Brock should review this PrC and hopefully deem it fit for PFS. I must say, for an whole season that was set in Varisia, to not allow a rather iconic PrC to take part in it is quite saddening.

Scarab Sages 5/5

Joshua J. Frost wrote:

As for the arcane bonded item for a wizard, I am making no changes to the way the arcane bond works on page 78 of the PRPG Core Rulebook. Though PFS doesn't have item creation feats, the arcane bonded item for a wizard still allows that wizard to use those feats per the rules on page 78 of the PRPG Core Rulebook. Please insure that you have fully familiarized yourself with those rules as there are several easy-to-miss steps in there. Specifically, the line

PRPG Core Rulebook:

"A wizard can add additional magic abilities to his bonded object as if he has the level prerequisites of the feat."

means the wizard still has to pay the associated costs and must have the correct item for the feat. (For example, he must have an arcane bonded item "wand" to add wand abilities or must have an arcane bonded item "sword" to add weapon abilities, etc.)

I just want to clarify. Does the above mean I can, at some point during the scenario turn my bonded object into an appropriate magic item following all the proper magic item crafting rules?

Scarab Sages Goblin Squad Member

Hey! I'd like to join, I'm friends with Brax the Sage.

Scarab Sages

The reason I'm asking is so that I don't have to switch wands if I want a different spell.

@Banecrow, I wasn't refering a wand that fires two different spells, but a wand that contains two wands in one, so 2 different sets of charges to keep track of, but all in the same "physical" space.

Scarab Sages

After reading through the crafting magic items sections in the CRB, I had an idea and am wondering if there's anything in RAW that says I can't do this.
Say you purchase or craft a wand, and before you spend all its charges and becomes a non-magical wooden stick, can you use the same wand as the materials for a second wand? So in the end you end up with essentially two wands in one.

Scarab Sages 5/5

Let's say, I have a wand as a bonded object and half way through the scenario I find a wand of magic missiles. Can I turn that magic wand into my new bonded item by paying the 200 gp per wizard level?

PFSRD wrote:
If a bonded object is damaged, it is restored to full hit points the next time the wizard prepares his spells. If the object of an arcane bond is lost or destroyed, it can be replaced after 1 week in a special ritual that costs 200 gp per wizard level plus the cost of the masterwork item. This ritual takes 8 hours to complete. Items replaced in this way do not possess any of the additional enchantments of the previous bonded item. A wizard can designate an existing magic item as his bonded item. This functions in the same way as replacing a lost or destroyed item except that the new magic item retains its abilities while gaining the benefits and drawbacks of becoming a bonded item.

Also, as an FYI.

Joshua J. Frost wrote:

As for the arcane bonded item for a wizard, I am making no changes to the way the arcane bond works on page 78 of the PRPG Core Rulebook. Though PFS doesn't have item creation feats, the arcane bonded item for a wizard still allows that wizard to use those feats per the rules on page 78 of the PRPG Core Rulebook. Please insure that you have fully familiarized yourself with those rules as there are several easy-to-miss steps in there. Specifically, the line

PRPG Core Rulebook wrote:

"A wizard can add additional magic abilities to his bonded object as if he has the level prerequisites of the feat."

means the wizard still has to pay the associated costs and must have the correct item for the feat. (For example, he must have an arcane bonded item "wand" to add wand abilities or must have an arcane bonded item "sword" to add weapon abilities, etc.)

Scarab Sages

If positive and negative "energy" are not in fact energy, then what good is the alternate racial trait deathless spirit for Aasimars? It says that they gain resistance 5 against negative energy.
Or is that another confusing example of the word "energy"?

Scarab Sages

Exactly my point.

Scarab Sages

I can understand why people would say that the only four elements you are allowed to convert would be fire, cold, acid, and electricity (and may be sonic, depeneding who you are talking to). But as per the wording on the BL, I don't see any note of the such. Even in this, the FYI is quite vague, not staying any concrete sources, and even saying that those five energy types are the ones typically affected by energy resistance (which is not entirely true, since there now is an Aasimar racial trait that gives you negative energy resistance 5). That's why I am lead to believe that if it's damage that can't be negated by DR of some sort, it probably is some type of energy damage (except untyped damage).

Scarab Sages

I posted this on the Rules forum, but anyone has yet to provide me with a RAW answer. Here is the original post

Quote:


Spells such as inflict light wounds and cure light wounds channel negative and positive energy respectively, for effects that change the type of energy damage that you deal (such as a sorcerer's elemental bloodline arcana or the elemental spell feat), would they affect that type of spells?
That is to say, if I have a sorcerer/oracle with the elemental bloodline, can my inflict light wounds spell deal cold damage instead?

And this is the original post. Can you please provide a definitive answer, or at least the source of where I might find one?

Scarab Sages

Can someone quote where it states that fire, cold, electricity, and acid are the four main types of energy? So far from what I gather from this thread, you can only turn a spell that deals those types of energy into a different type with effects like a sorcerer's bloodline. So a magic missile could not be turned from force to fire, much like an inflict XXX wounds spells couldn't be turned into fire damage.
On that note, according to the spell inflict light wounds, it deals negative energy damage, which from the way I read it, is a energy damage, can anyone quote something stating otherwise?

Scarab Sages

3 people marked this as FAQ candidate.

Spells such as inflict light wounds and cure light wounds channel negative and positive energy respectively, for effects that change the type of energy damage that you deal (such as a sorcerer's elemental bloodline arcana or the elemental spell feat), would they affect that type of spells?
That is to say, if I have a sorcerer/oracle with the elemental bloodline, can my inflict light wounds spell deal cold damage instead?

Scarab Sages

Simple question, can you deliver a touch spell through a natural attack? That is to say, I cast a touch spell (say shocking grasp), make a regular attack with a natural weapon (say a claw or bite) and if you hit, in addition to the damage from the natural weapon, deal the damage from the touch spell.

Scarab Sages

If you were to choose the blackened curse (from Blood of Angels) and the flame mystery, what happens with bonus spells that overlap (i.e. burning hands and wall of fire)? Would you be able to get different spells from them? Or are you SOL for those bonus spells?
Please quote references, I would like to use this character in Pathfinder Society.

Scarab Sages 5/5

Hello all! I'm working in a different province from my place of residence, and when I packed up my stuff I highly doubted that I would be playing any Pathfinder Society during my employment. Now I find out about Free RPG Day and that there's a store near by running the new module there. Now, I have a couple characters that are between levels 4-6, so normally I could play said module, but I have neither their character sheets nor their chronicle sheets... is there some way I could play the scenario and apply the credit to one of my characters? May be use one of the pregens and apply the credit that way?

Scarab Sages 5/5

Would it be legal for PFS to buy a Belt Giant Strength +1?

Scarab Sages 5/5

Is it possible to create a character with the Undead Lord archetype for PFS? I picture this character as someone who uses undead to destroy other undead, something like fighting fire with fire. I figure he would be LN, and have a set of rules he would never break, all of this in order to not go into the darker side of undeath and such.

Scarab Sages

Hello, I'd like to cancel my Pathfinder Module subscription. I believe order #1751637 hasn’t shipped yet, so it’s not too late to take "Feast of Ravenmoor" out of the order.

Scarab Sages

Hello, I'd like to split Order #1751637 and have Lurg, Half Orc Assassin (recently moved from order #1794576) shipped separately (preferably ASAP).

Scarab Sages

Hi, I need to convert the Beguiler from the PHB 2 to Pathfinder. There's a long story as to why, so any suggestions along the lines of "just make an enchantment wizard" and such are not useful.

Anyway, after looking over the class, I noticed they get something more interesting than skill points, +1 HD or BAB every level except 9th, 13th and 17th level. For level 5 and 10 they get Silent Spell and Still Spell as a bonus feat, I'm not sure whether or not these are features worth while on their own (although for 10th level they get access to a new spell level), so for now I ignored that and just let it be.

For 9th level what I have planned is giving them the choice between the wizard's Irresistible Demand or the Fey bloodline sorcerer's Fleeting Glance.

At 13th level I gave them the choice between the wizard's Shape Emotions or the Fey bloodline sorcerer's Fey Magic (usable only a number of times equal to 1/2 your beguiler level).

At 17th level (which I doubt my group will ever get to) I have nothing... so any constructive suggestions are welcomed.

The reason I picked those class features for the beguiler is because I see the beguiler as a class that focuses in enchantment and illusion, the enchantment options come from the APG's alternate class features for the wizard, and the illusion options come from the Fey bloodline.
I'm aware that the other levels I didn't modify don't have anywhere near the versatility that a regular Pathfinder class has (like say the sorcerer), but the same was true in 3.5, and overall that's part of the sacrifice the Beguiler makes.

Scarab Sages

You could also give these a shot.
http://paizo.com/store/byCompany/l/litkoAerosystems/stands/v5748btpy8j6l

Scarab Sages

After looking at this thread, I saw the formula used there to calculate the PDR and really liked it. After a few tries to use the formula, I came to the conclusion I should not have passed grade 10 math. I can't seem to use the formula right, as every time I try to check the numbers the people use for their builds I get a completely different number every time.
The formula I'm talking about is h(d+s)+tchd, whereas:
h = Chance to hit, expressed as a percentage
d = Damage per hit. Average damage is assumed.
s = Precision damage per hit (or other damage that isn't multiplied on a crit). Average damage is again assumed.
t = Chance to roll a critical threat, expressed as a percentage.
c = Critical hit bonus damage. x2 = 1, x3 = 2, x4 = 3.

Here is an example of the numbers I use to calculate the PDR for Falchion Fred (the second build posted I believe)

h = 0.51 (0.85 x 0.6, chance of both attacks hitting in one round)
d = 30
s = 0
t = 0.25
c = 1

I then input this into the formula and get
0.51(30 + 0) + (0.25)(1)(0.51)(30) = 15.3 + 3.825 = 19.125

A Man In Black's result was 59.25, far higher than what I got. Could someone please tell me what I'm doing wrong, since this is sort of driving me nuts...

Scarab Sages

Or if you have the Races of Stone book (3.5) and look at page 139 it shows you the fling ally feat.

Basically it takes a move action to pick up an ally and a standard action to throw them. It's a ranged touch attack vs. AC 5 to throw the ally into a specific square. I would make the halfling ready an action to grapple when he gets closer to his target and on his turn he could start eating.

There's also the fling enemy feat, but that's a different story.

Scarab Sages

Regarding the grapple you can make through the telekinesis spell.

1. Can you deal damage in subsequent rounds with this grapple check? If yes, how much damage would you deal?

2. How far could you move someone you've grappled, assuming you can move them at all.