kwiqsilver's page
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I read a post that implied Sneak Attack damage doubles on a critical. On p. 308, it says "dice for your weapon", so I would think SA damage does not double. But I don't see anything that explicitly excludes SA damage, like in PF1. Is my assumption correct?
In PF 1, there were clear rules on analyzing a monster (e.g. dragons were Arcana, giants were Nature, DC = 10+CR, etc.). Are there any rules on which skills cover which monsters and what the DC is? For the DC, I figured I could use the monster's level on table 10-2 p. 337, and use the rarity to determine the difficulty. But I'm not certain how to decide which skill to use. With Knowledge: Planes gone, is demonology part of Arcana, Occult, Religion, all three?
The exploration tactics (p. 316) imply that defending, searching, and sneaking are mutually exclusive. Does this mean a Rogue can't sneak and search? Or that a Fighter can't keep his guard up while looking for an ambush? Or that a Ranger can't sneak, search, and keep an arrow nocked?
Also, I read a post that said the trained in unarmored mistake will be in the errata. Have they published errata for the playtest yet? I haven't been able to find it.
Last Thursday (May 10), I emailed customer service about refunding my PaizoCon ticket as directed here:
http://paizo.com/paizocon/faq#v5748eaic9w73
I have yet to hear from anyone indicating that you have received my request and will process it.

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My group just finished Kingmaker, and after the fight with Nyrissa, I was wondering how other groups handled it.
My group consisted of a barbarian 16 wielding Briar, a monk 16, a cleric 16, and a sorcerer 16.
When we first encountered Nyrissa, nobody had any protection against the blindness effect (is there even one possible?). The sorcerer had the blindsense ability from the dragon bloodline, and entered the fable eyes shut.
The cleric went blind, wasted a turn removing it, then spent the next few rounds not doing much with his eyes closed, because he couldn't target anyone.
The monk tried to fight with his eyes closed, but with her high AC, the monk's lowish attack bonus, and the concealment miss chance, he was rolling 8 misses a round.
The barbarian averted his gaze, and swung away, only scoring one hit per round, but luckily staggering her.
The sorcerer (my character) had greater arcane sight running at the beginning of the fight, so I knew all of her magic defenses (barkskin, shield, displacement, *FIVE* resist energy fire spells--my sorcerer was capable of 200+ point of fire damage per turn with a 33 DC). I also did a decent job guessing at what her magic items did from the auras. The sorcerer spent the first few rounds casting a quickened dispel on her, followed by preparing a greater dispel to counter her spellcasting.
The fight would have probably gone slowly in her favor (the sorcerer would eventually fail a counterspell roll against maze on the barbarian, the barbarian would eventually not avert his eyes, and fail a save), and we were only scoring one moderate hit per round. The cleric player and I were discussing how we could negate her spellcasting better (which would allow the sorcerer to target her with greater dispel, removing all those protections), when our session ended. Before the next session, I was trying to figure out how we could prevent her spellcasting, and stop that blindness effect. The cleric didn't have silence ready, but the sorcerer had limited wish.
When we reconvened, I spent a round syncing up the initiative order, so it would be sorcerer, other allies, then Nyrissa, and used a limited wish to create an anti-magic field. After that, she lost her blinding effect, her AC went down to the teens, and the combat was pretty one-sided.
But not every party is going to have anti-magic field, or a wish effect. So I'm curious how others defeated her, particularly how they dealt with the blindness effect.

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So we all know there's a character tracker out there for macOS, iOS, and Windows. But there's nothing good for Android/ChromeOS, despite their overwhelming popularity. So I figured we could either wait for that other tracker to possibly get ported to Android some day in the future...maybe, or we could create our own (and make it not suck like that one does).
So who's with me? I've got some good Java skills and some ideas for how to design the engine and datastore. What I don't have are the front end skills, or the time to type in all the details about what every feat or magic item property does.
I'm looking for at least a few more developers, preferably some with Android UI experience, and some data entry volunteers.
I figure in the spirit of the OGL, we can host the project on GitHub, and release it under the GPL.
If you're interested in helping out, post here with your skill set, interest level, and contribution potential. If we get enough interest, I'll set up a github project that everybody can join.
My idea so far is to have all the game content and character sheets be json data that we store in Google Drive. The character sheet would just be a list of levels, feats, items, curses, spell effects, diseases, etc. that are currently active on the character. The character would be a singleton that has a bunch of methods to query things (e.g. Will save). Each time the player adds an active item, spell effect, level, etc., it adds its bonuses to the character singleton (if better than any existing ones of that type). Each time the player removes one of these, it removes all bonus associated with that source. (And would need to trigger a UI redraw, most likely).
That should make it fast, scaleable, and easily customized for house rules. The design is fairly easy to implement, just a LOT of typing.
Now that they've modified Weird Words to be useful, I have a usage question:
Since it's a performance, and a bard can only have one performance active at a time, does Weird Words end an active Inspire Courage? Or is this a special case, since Weird Words is instantaneous?
If WW does stop IC, does the IC stop immediately, or run until the end of the bard's turn?
My bard's typical combat strategy is to start IC and cast Good Hope in the first round, and then shoot his bow, or cast mind control spells in subsequent rounds. But WW would be a useful substitute for the bow in some cases, especially in rounds where I can't benefit from Rapid Shot and Haste. However, if it ends my IC, then it sucks for the party as a whole.
I'm trying to form a group that will play on Sunday afternoons into the evening. The specific hours and frequency of Sundays are flexible, but I'd like to start in October.
Ideally the group would include multiple people who wish to occasionally GM (including me) in addition to playing. The plan would be to have one GM run his campaign for a few sessions, then switch to another campaign, with another GM, rather than having different GMs run the same campaign.
I would start the GMing with the Skull & Shackles adventure path. I've never really been a fan of printed adventures, but this one seems pretty good, and Pirates!
I have space to host the game sessions.
If you're interested, send me a message through the board or post below.

I'm playing in a Kingmaker game, where we've just started making contact with Varnhold, our neighbor to the East (NO SPOILERS!!!!). Because of that, I was thinking of setting up diplomatic and trade edicts (from the optional kingdom rules).
I did the math and these rules look completely broken. My analysis is below. Has anyone tried to use these yet? If so, are you just failing constantly, or did you change the rules dramatically?
Diplomatic Edicts:
DC = 10 + your kingdom's Infamy + the target kingdom's special Size modifier + your kingdom's special Size modifier + alignment difference modifier + relationship modifier + the target kingdom's attitude – your kingdom's Fame – BP you spend on bribes or gifts
A country like Brevoy would have a special size modifier of 100 or more, making the DC for two countries of that size over 200. Now, sure you could spend 200BP in bribes to pull the DC down to something manageable, but to recoup that cost from the benefits of the edict would take decades. The money would be much better spent on internal improvements (or simply on armies to conquer the other country).
Trade Edicts:
The formula is completely irrational.
The DC for the three kingdom rolls is
* DC = CDC + RM + LM + Corruption - Productivity
The Control DC (CDC) is
* CDC = 20 + size + grids
The Trade Route Length (TRL) is the length of the trade route weighted by terrain type. (This part makes lots of sense...until you see how they use it).
The Route Modifier (RM) is
* RM = TRL / 10
The Length Modifier (LM) is
* LM = max(0, size - TRL)
Substituting...
* DC = Size + Grids + TRL/10 + max(0, Size - TRL) + 20 + Corruption - Productivity
So (assuming the TRL doesn't exceed the size) we get
* DC = 2*Size + Grids - 0.9 * TRL + 20 + Corruption - Productivity
So it's really hard for a large kingdom to engage in trade. But the longer the trade route, the easier it is, because you can eliminate one of those size addends, by having a TRL >= 1.1*size.
We would have to get our kingdom bonuses up to around 80 to even have a chance to make these rolls. Brevoy, at around 400 hexes in my rough estimation, would need to have kingdom rolls around +800.
Restov and Varnhold (less than 10 hexes away each) are too close for us to trade with, but we would have no problem making the rolls to set up a route with any city 30 hexes or more away. We could take our trade goods through Varnhold, and through Restov, to New Stetven, but we'd be too incompetent to sell anything as we pass through those two cities.
I had a GM tell us that our enemies could take attacks of opportunity while under the effect of Hideous Laughter, because an AoO doesn't count as an "action".
That sounds counterintuitive, but I cannot find anything in the rules that specifically contradicts it. The best I can find is the statement that AoOs require that the character threaten, and that threatening requires the character be able to make melee attacks.
I'm looking to start a regular game on Sunday afternoons - evenings either in Seattle, or somewhere nearby. (If I find four people who live in Bellevue, I'm willing to drive across the bridge to you).
I'm a willing part-time GM, but I want to play at least half the time. I've played Pathfinder since 2010, 3/3.5 for years before that, WoD, Shadowrun, AD&D 1st & 2nd, etc.
If you're interested, post here or contact me through the board.
Other locations for the search engine to index:
Bellevue, Kirkland, Redmond, Renton, East Side, Bothell, Kenmore, Shoreline, Edmonds
I'm moving to the area (Kenmore, at the north tip of Lake Washington) in a few weeks and am looking for a Pathfinder group. I have years of experience in D&D from 2E to 3.5, but have recently switched to Pathfinder.
I'm looking to join or start a group. I have experience as a GM as well, and am willing to run in a multi-game group if no dedicated GM can be found.
Feel free to contact me here, or at jasonmajors AT gmail DOT com
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