M Oread Kineticist 7 / Samurai 1 | HP 62/70 | AC 30 / 14T / 28FF | Fort +12 / Ref +8 Will +9 | Init +1 | Perception +16, darkvision, stonecunning
GM Abraham wrote:
Onjatan wrote:
Per the climb skill, a Climb speed means Onjatan's not denied his Dex bonus while climbing.
I hadn't noticed that you have a Climb speed. What is that from? Always on or an activity that you've activated? In any case, if you have a Climb speed no need to make climb checks - as already mentioned all the holes in the sides of the pit make it fairly easy climbing.
Also, I feel I should point out that in general, a climb speed doesn't prevent you from needing to make climb checks. It just gives an extra +8 bonus and lets you always take 10. Generally things with a climb speed will be sufficiently invested to make the distinction meaningless at this level, but it could actually affect Onjatan on some surfaces.
EDIT: For reference, on surfaces when Earth Climb applies, Onjatan can T10 for "a typical wall in a dungeon" or "a rough surface, such as a natural rock wall or a brick wall." He's 4 points short of "an overhang or ceiling with handholds only."
GM Abraham wrote:
Onjatan recalls that bebiliths are resistant to attacks that are not good-aligned. And Araga remembers that in addition to its ability to spew webbing at you, its bite can also rot your flesh and its claws can dismantle your armor (fun times!).
No energy resistances, which is nice. And don't get hit, aaaand... don't get hit. Gotcha.
M Nagaji Mesmerist (Vexing Daredevil) 3 | HP 4/22 | AC 17 / 12T / 15FF / CMD 15 | Fort +2 / Ref +5 / Will +7 | Init +2 | Perception +7 +8
Grandmaster TOZ wrote:
This is the stink bomb discovery, which works as stinking cloud and obscures all sight. I missed that the area is double the bomb splash radius, so it’s 5x5 instead of 3x3. Daenerija and Akkina will also have to save vs nauseated, as well as anyone that enters this round.
Edit: And with that save, Red can't even make an attack this round.
Ah. In that case, he couldn't have even targeted Red. Switch that to casting Vanish, then.
M Nagaji Mesmerist (Vexing Daredevil) 3 | HP 4/22 | AC 17 / 12T / 15FF / CMD 15 | Fort +2 / Ref +5 / Will +7 | Init +2 | Perception +7 +8
Looking over what we've found again, I just realized I'd missed something.
This post says Timinic is in a safe house on the border.
This post has directions to a safe house. Is that safe house on the border?
(I hadn't remembered that it was Brandur who took Timinic to his safe house originally)
M Nagaji Mesmerist (Vexing Daredevil) 3 | HP 4/22 | AC 17 / 12T / 15FF / CMD 15 | Fort +2 / Ref +5 / Will +7 | Init +2 | Perception +7 +8
Grandmaster TOZ wrote:
Investigating the VC's body - Craft Alchemy or Heal, Craft Alchemy or Perception, and Craft Alchemy of Knowledge Local.
Investigating the safe - Perception or relevant Profession check.
Investigating the desk - Perception or Knowledge Geography.
Grandmaster TOZ wrote:
What would the party like to do now?
Hskomoro's already failed to investigate the body via Knowledge, is unlikely to get better than Daenerija's 25 Perception, and has no Heal bonus (so spending time on that seems unwise.)
He's searched the desk.
He hasn't read through the safe's documents, but he's not particularly likely to beat Daenejira's 23, and spending 10 minutes to try that seems like a poor decision.
If anyone else has something they'd still like to do, fine, but if not I'm thinking move on.
Given that this is going for the high subtier, and other PCs having Intimidate but maybe not Diplomacy, I'm going to go with my level 3 instead of my level 2.
"But someone's going to get killed in there. Probably one of the boss' dogs!"
"Look, what's our job?"
"To... guard the gate?"
"Right, and that's what we're doing. What happens to guests after they're through the gates has nothing to do with us."
"But-"
"We're not paid enough to get involved in that mess. Just keep your head down and don't make waves. Now pay attention, I think those Qadirans are coming back for another argument."
M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
Lovely working with all of you, and I was not expecting Korin to suddenly go that hard.
Korin, don't forget to scribe whatever you want from Lichaam's library (also see spellbook #5 on this list, as it mostly didn't make it into the "master" list)
Before leveling up, Lichaam will retrain one feat (Iron Will -> Skill Focus: Knowledge: Arcana). That will cost 5pp and 650gp, and enable him to take Loremaster on levelup.
Ok thanks Lichaam. Will standby for what's coming next then.
Yep, you are just in time assuming you do it straight away. The dwarf died on Greens turn on round 1 so would die on his turn on round 2. You go just before him so provided you do it asap then he lives.
If someone would start moving me to the door, I’d appreciate it!
I moved you 40' total, including that short hop down off the 3' ledge. Don't know if the big one has combat reflexes, and it left you not right on top of the smaller one (and not drawing its AoO.)
*Will we need to deal with one or more traps on this mission?
*Will it be advantageous to our mission to teleport to Larrad, rather than traveling overland or using Caleban Gallonica's assistance?
*Will we face creatures predisposed to using grappling, entanglement, entrapment, or swallowing-based attacks?
M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
Eadie Navhelan wrote:
I have a vibrant purple prism ioun stone which currently holds shield.
After I use the spell and we have left combat, I capture the stone and ask a friendly mage to add it to their orbit, ✨cast shield on the stone (usually from my scroll), re-capture it, and pass it back to me.
That'll work.
So yeah, if you ever need a 1-minute charge of Shield, just ask. I can also make those scrolls of yours happen at CL2 if you prefer.
Also, if you get hammered by Fear I will have Boffins chase you down, just elect to fail the saving throw from the happy-gas...
Breath Weapon (Su)
5-foot cone, euphoria for 1d6 rounds, DC 12 Fort negates. Creatures affected by euphoria are staggered, sickened, and immune to fear effects for the duration. A faerie dragon can use this breath weapon once every 1d4 rounds. The save DC is Constitution-based.
Faerie Dragon is not for everyone, and is not legal in certain countries. Side effects are rare and generally mild. Consult your cleric before taking Faerie Dragon.
Oh snap! So this is the scenario with the infamous "cloak of charisma" on the chronicle. Is it even legal anymore? I'll try to find the old discussion about it.
The "Paz" guy that answered the question doesn't seem to be anyone very official. His Paizo profile lists "former Venture-Agent", but it doesn't look like he actually worked at Paizo or anything.
A bit more searching, though, says that's likely still the correct ruling. Too bad.
JJ Frost, 2010 - "if season 0 scenario, that's replaced with the Pathfinder equivalent"
Tonya Woldridge, 2016 - "yes, that's the correct ruling"
F Tengu Shaman 8 / Investigator (Psychic Detective) 1 | HP 66/66 | AC 19 / 12T / 17FF / CMD 18 | Fort +9 / Ref +9 / Will +16 | Init +2 | Perception +12
"Thank you, dear" Granny says as she accepts the slightly-used earplugs back from Trokkus and prestidigitates them clean. She then leans in closer and speaks in a conspiratorial whisper. "Think about a parrot. Don't let pirates have all the fun."
As she straightens up, the Song floats towards them, carried by her unseen servant. "It was lovely working with you all, and I would love to do so again. Now, shall we get this thing locked up in the Archives?"
Eventually, sure, and Granny won't get near it without searching.
I think Rallas is checking the box's area for traps, first. Once we're sure the music box isn't about to blow us all to the Boneyard, then we can search everything.
F Tengu Shaman 8 / Investigator (Psychic Detective) 1 | HP 66/66 | AC 19 / 12T / 17FF / CMD 18 | Fort +9 / Ref +9 / Will +16 | Init +2 | Perception +12
EbonFist wrote:
shaventalz wrote:
Also, Granny has something to say before we leave the temple. She wants to hold off on saying it until after we build some more good will with the ex-slaves (removing the manacles and stabbing their boss.) However, they really do need warned about the unconscious slaver we have stashed away wherever. They'd probably want to take revenge on him, and that would make reforming him a little difficult.
It would make reforming him ethically a little difficult.
It would make reforming his physical body easier since some of the bones would bend in new and interesting ways.
"As a linguist, your point is well made."
"As a member of the Silver Crusade..." Granny begins waving her cane in EbonFist's face. "No! Bad player!"
F Tengu Shaman 8 / Investigator (Psychic Detective) 1 | HP 66/66 | AC 19 / 12T / 17FF / CMD 18 | Fort +9 / Ref +9 / Will +16 | Init +2 | Perception +12
Current Spells and Effects:
Nature's Paths (8h, all*)
Pass Without Trace (8h, all)
(Klaus) Barkskin +3 (80m)
False Life +18
Heightened Awareness 10m (dismiss for +4 Initiative)
"Oh, feather fall will get us down there just fine." Granny pauses her preparations and looks back to Inga. "But how exactly were you planning on getting everyone back up?"
Since the spells are already flying and they were making noise, Granny takes the opportunity to user her Shining Wayfinder to find the closest Evil.
Hopefully the needle doesn't point to her shoulder Sense Motive:1d20 + 12 ⇒ (1) + 12 = 13
F Tengu Shaman 8 / Investigator (Psychic Detective) 1 | HP 66/66 | AC 19 / 12T / 17FF / CMD 18 | Fort +9 / Ref +9 / Will +16 | Init +2 | Perception +12
When we started leaving the boat (before getting to this room), cast Barkskin +3 on Klaus. Lasts for 80 minutes.
Granny wants to wedge the piton somewhere nearish the door, somewhere that can support a climbing rope. Preferably somewhere that doesn't require noisily hammering it in, but she'll take what she can get. Door-to-hole is 25', leaving plenty of rope to get down unless the next floor has 30' ceilings.
Also, before we head down, she'd like to use her Shining Wayfinder to check for Evil.
Intention is to make as little noise as possible in this area (creepy singing pyramid makes it seem like there's probably someone nearby).
Edit: Wait a sec... Does it stack with his ectoplasmic natural armor bonus of +8?
It should stack, for the same reason that it can be usefully cast on an animal companion. Klaus has natural armor, and Barkskin gives an "enhancement bonus to the creature's existing natural armor bonus". The Phantom's level-based AC is "the increase to the phantom’s natural armor bonus", rather than being an enhancement bonus.
F Tengu Shaman 8 / Investigator (Psychic Detective) 1 | HP 66/66 | AC 19 / 12T / 17FF / CMD 18 | Fort +9 / Ref +9 / Will +16 | Init +2 | Perception +12
Inga Blücher wrote:
Just realized... I think Granny was given the wrong faction mission. She should get the Silver Crusade mission, not the Andoran/Liberty's Edge mission.
Grand lodge and Silver Crusade had no changes when the faction names were changed way back when.
No, this is correct. The original five factions were Andoran, Cheliax, Osirion, Qadira, and Taldor.
Per the Roleplaying Guild Guide (version 10.0, page 12):
Guide wrote:
• Grand Lodge and Concordance faction PCs treat
Osirion faction missions as their own for all Season 0, 1,
and 2 scenarios.
• Silver Crusade faction PCs treat Andoran faction missions
as their own for all Season 0, 1, and 2 scenarios.
• Dark Archive faction PCs treat Cheliax faction missions
as their own for all Season 0-5 scenarios.
• The Exchange faction PCs treat Qadiran factions
missions as their own for all Season 0-5 scenarios.
• Liberty’s Edge treat all Andoran faction missions as
their own for all Season 0-5 scenarios.
• Scarab Sages treat all Osirian faction missions as their
own for all Season 0–5 scenarios.
• Sovereign Court treat all Taldan faction missions as
their own for Season 0–5 scenarios.
• One faction that is now retired—the Sczarni—was
available for characters to ally with during Seasons 3–5;
ignore this faction’s missions.
Granny will happily use that wand of Mage Armor on you... after we're sure it won't provoke the mysterious boatman into attacking. Should probably get those quills out of everyone and channel first, too. And see if the downed elf is more willing to talk without the howlers around.
M Parrot? Familiar 8 | HP 33/33 | AC 16 / 14T / 14FF / CMD 12 | Fort +1 / Ref +6 (Improved Evasion) / Will +10 | Init +2 | Perception +6
With the immediate battle finished, Natharanak begins to fly back. He does what he can to stay hidden by some of the higher branches, perching where he had a decent (and safe) view of the newcomer.
My vanity/boon people are "not actually there" for the purpose of spells & whatnot. Just focus on the actual party members.
I know that, you know that, and whatever's sneaking up from behind the GM screen knows that. But does Granny know that? ;)
That being said, leaving Smörboll out of the Pass Without Trace because he "volunteered" is fine by me. OOC, I'm not really expecting it to make much difference - this is Season 0, and the authors tended to declare stuff like "they fight a battle two hours in" or "they arrive just as the ritual finishes."
Ivan with continual flame for Jory to use his vials makes the dwarf as happy as a grumpy dwarf can be
How does continual flame benefit/affect your vials?
In this post, he mentions buying 3 vials of "dzebet" for 600gp. I suspect he's talking about the special material Djezet, vials of which sell for 200gp per. The effect is Heighten Spell in a consumable, which would combo well with continual flame.
However... djezet is not normally available. The chronicle that I suspect he's buying it from has different (more expensive and limited) rules for the material.
If he adventures with someone (like a cleric or inquisitor) with the ability to prepare that as a 3rd-level spell, he can heighten the flame enough to shine through deeper darkness. Not sure if Ivan has the levels for that, though.
EDIT: And now I'm really curious how something like shadow evocation interacts with... well, ANY of this. Illusory light created from shadows that you can disbelieve but works if you don't, with a native spell level of 5?
Granny looks great! The shaman has a very nice spell list and since this seems like an archaeological expedition, the level of investigator might be helpful.
"Dearie, something always goes wrong with these expeditions." Granny gives a small smile, shaking her head slightly. "Golems or undead who aren't done using the city, or a rift to the Abyss sitting in the town hall, or something equally bothersome. How have you made it this far in the Pathfinders without realizing that?"
I have many, and I mean many options. Will see what the party needs for support.
Maybe we could all do something crazy like an all rogue/bard party. Or all spellcasters. All red-heads.
I'm not seeing many commonalities between Kahwen and Trokkus, never mind whoever the rest of the PCs end up being. "Has a sword" isn't a really strong theme.
Isah turns towards Fendahl and smiles wickedly. "Wish granted!"
Barely had Fendahl dismounted from the lion before his form began to swell and grow, eight additional heads bursting from his shoulders.
Almost immediately, he is picked up by Yanndu's spell and deposited next to Vector, when he punches reflexively.
Slam Attack (including Good Hope, Blessing of Fervor, and charge bonus):1d20 + 15 + 2 + 2 + 2 ⇒ (19) + 15 + 2 + 2 + 2 = 40 Damage:1d8 + 6 + 2 ⇒ (1) + 6 + 2 = 9 and fire damage:1d6 ⇒ 4
"Did you want me to attack? You should have just asked, and I would have been happy to act according to your wishes." He looks rather annoyed at Yanndu's manhandling.
After the punch, he steps backwards to open a little space between them.
M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
Current Spells and Effects:
False Life +11hp
Freedom of Movement
Detect Scrying
Ant Haul
Overland Flight
Nex' Secret Workshop (CL14 nondetection for everyone and the artifacts)
Obscure Object (on the Untouchable Opal)
Planar Adaptation
Clear ear 4h 10m
Communal Darkvision 3h 40m
Life Bubble 1h 50m (all)
See Invisibility 1h 50m
Heightened Awareness 30m (expend for +4 initiative)
Whispering Lore 30m
Mage Armor 15m
Phantom Steed x? (CL14, 15m each)
Good Hope 4m (from Daathiel)
Air Elemental - 108hp
https://aonprd.com/MonsterDisplay.aspx?ItemName=Elder%20Air%20Elemental
"Efreeti aren't good, no. However, they are exactingly honest. Isah has stated that he opposes Ymeri, and that he has information that must not be allowed to fall into her hands."
"So what options do we have, then? Release him, leave him for Ymeri, or kill a prisoner for unknown offenses. Which one of those would you prefer?"
"Then there's the spellform you likely based that conclusion on" Lichaam continues, now in debate mode. "From a magical standpoint, the standard detect evil spell is more simplified than most realize. It successfully summarizes many data points into a single rating, but it loses details in the process. The strength of response is based in large part not on the degree of Evil, but on the power possessed by the one being examined."
Lichaam takes a moment to think of a suitable example. "Which would you consider more Evil? Someone who thinks seeing a puppy kicked is enjoyable, but who doesn't do so because it's illegal? Or a wandering killer who tortures his victims before leaving for another town? Under many circumstances, divinations would react more strongly to the former."
M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
Looking at my faction cards... it bugs me that Kandiron's Pyre was destroyed/abandoned 900 years ago. I have several goals for "explore something abandoned at least 1000 years ago."
Can we just leave and come back in another hundred years?
M Elf Wizard 7 (Scroll Scholar) / Cyphermage 6 / Loremaster 1| HP 88/88 | AC 13 / 12T / 11FF / CMD 18 | Fort +11 / Ref +11 / Will +12 | Init +6 (always act in surprise) | Perception +19, detect scrying
Caduceus Via wrote:
Unfortunately, Cad does not really have any long-term buff. Ready to go though.
"Really?" Lichaam squints at Caduceus. "Some accounts I've read state that paladins' only use is buffing their armor. Other accounts and personal experience refute that, of course, but surely there is some truth to it?"
I myself am wondering about the chase. I'm running tier 1-2 and some of the DCs seem really high. A mid & high level party can use fly, haste, and other modes to easily get past many of the obstacles.
I'll have to look up exactly how it's handled, but I know the vanilla chase rules don't allow you to just skip stuff with flight. It instead gives a bonus to the check.
EDIT: But this scenario specifically says skipping stuff is possible. Well, auto-success against ground-based problems anyway. Ugh.
And even worse - once anyone catches up, they're fighting alone until the other PCs catch up. If that happens to be the squishy wizard with overland flight...