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I think I'll go with my inquisitor.

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Dragon Slayer's Handbook? Maybe?
I would look it up but Archives of Nethys seems to be crashing at the moment and it's not on the pfsrd. I don't seem to have written it down.

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Ninja'd. There you go. It works great in conjunction with Outflank and Precise Strike, which seem to be the go-to teamwork feats when you don't know what else to do and/or didn't build your character around a certain teamwork feat idea.
Seriously, I've read through the teamwork feats a couple times and I don't even know what else to take for him in the future.
Also, just picked up Enforcer but haven't used it yet. I'm hoping it works out.

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Amira: I don't have time to write it out in fun legalize between classes but basically Yushua would like you to agree not to use your healing on him and to only heal him with the sources he has provided that have been blessed by Sarenrae. In the event of death you are allowed to cast preservative magic on him (really need to buy a Scroll of Gentle Repose) but any Raises, Resurrections, etc must be done by a cleric of Sarenrae. (Curiously he said nothing about restorations-yay dhampirs!).
You have given me the really fun idea to create such a contract for this character to pass out to other players before the game. This will happen now.

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I remember one game where Yushua freaked out the bad guys when the baddie cleric channeled negative energy to heal his undead minions but didn't have selective (or didn't use it) so Yushua healed too.
Only one non-Sarenite knows Yushua is a dhampir. Sorcerer with faerie dragon familiar. The familiar ran up and UMD'd my wand to save me and then made the spellcraft to figure it out. He kept my secret though. Yushua pulls Sarenites to the side and tells them the truth.

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Just contract the contract reprinting via Amira; she'll have her one-Tian sweatshop write up 12-dozen copies for you (with agreement to write more for free*!) Much cheaper than a printing press. Her Abadaran stamp number is my PFS# (22357), should you need it for notary purposes.
I really should research Abadaran clergy ranks (hopefully with ease once the Inner Sea Gods hardback comes out next year) so I can tell where she's at on the ladder. The highest Cleric of Abadar I've seen is the Ruby Prince at Cleric 14 or 15.
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Toshi's suggestion for a simple terms of conduct:
Weirdly enough, Breath of Life would still work on a Dhampir, I think. It doesn't do positive energy; it just heals. Not that it'd get past your flavor purposes, but still; a note.

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Oh
my
gawsh.
I never thought Sebastian was actually ever going to be in the same game as Amira after I played her a bunch online. I clearly need to give a ton of AP credit to some other character and get them into tier; we can't break continuity*.
*Amira was originally built to be the "cover Knowledges/Diplomacy/healing bases for convention play" with Sebastian, but it never really happened, since online and a bunch of local gameday days needed Amira super-bad.

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Hey, Wadsworth is ready and raring to go whenever you are. He needs to Sound Strike EVERYTHING until he gets Animate Dead, Lesser. Then the real fun begins.

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Wow, three Qadirans in the same adventure. I think I'm the only one locally who plays Qadira faction. There's one guy from Indy who comes down to our PFS nights occasionally who just took his Qadiran wizard through Eyes of the Ten with me. He's the only other one I've ever seen.*
*Not counting Chris Bonnet. I think he plays all Qadira. He's actually the one who gave me the dhampir boon last year when I was an "up-and-coming-GM" and the boon even had the stipulation written on it (by Chris) that the character had to be Qadira faction. Hence this character concept of the completely robed Arabian-style dhampir.

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Aside from one local player (who plays a Preservationist "Genie Binder" alchemist), I know I played with another Qadiran at one of the Dragon*cons I was at. It was of the "You wish to buy my grandmother? Well, I'm always willing to talk..." sort.

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Samhain (10), Yushua (9), Amira (10), Sebastion (7), Davion (10)
10 + 9 + 10 + 7 + 10 = 46 /5 = 9.2 rounded to 9.
For scenarios written in Seasons 0 to 3, when the APL is in between subtiers, a party of six or seven characters must play the higher subtier. Parties with four or five characters must play the lower subtier. In the fringe case where there are no players that are high enough to have reached the subtier level (such as a party of six 3rd level characters, the group may decide to play down to the lower subtier.
So yeah, it looks like low. Unless we get a sixth. Honestly I think we could take high-tier. It's a season 0. And I've GM'd it, it's not that bad.

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This game is already making me feel so much better about myself than Elven Entanglement, lol.
I mean, EE was still fun and it's still on the top of my list purely for the interesting creatures/encounters. But it was rough.

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So flipping through the magic items chapter it takes a standard action to activate magic items that require activation but a magic weapon generally falls under the category of 'always active' so I don't think that passage really applies.
Here's the relevant passage from UE:
A merciful weapon deals an extra 1d6 points of damage, but all damage it deals is nonlethal damage. On command, the weapon suppresses this ability until told to resume it (allowing it to deal lethal damage, but without any bonus damage from this ability.
I guess it depends on how you interpret "on command". I interpreted it as sort of a free-action "hey, stop that!" thing. But I suppose it could be interpreted as using a command word like a wand. I'm not really sure.

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Its probably one of those things that just will never be clear because of how minute it is. Though, honestly, I thought it was a Standard only on the balance premise that "If you key a wand to the same command word as a weapon, why does it take so much longer with the weapon?" But, yeah, table variance.
-Posted with Wayfinder

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Here is perhaps a more relevant passage:
Usually a character benefits from a magic weapon in the same way a character benefits from a mundane weapon-by wielding (attacking with) it. If a weapon has a special ability that the user needs to activate, then the user usually needs to utter a command word (a standard action). A character can activate the special abilities of 50 pieces of ammunition at the same time, assuming each piece has identical abilities.
The flying armor thing is a bit different because that's not something that's constantly up; i.e. it has a finite duration. Presumably I had to spend a standard to "activate" the merciful quality when I first got it and since it has no duration I can just keep it up permanently and it is just already activated before a fight. Deactivation/suppression I guess would be the same way; I'd have to spend a standard to deactivate the special ability at which point it will be deactivated until I spend another standard to reactivate it.
Ok, I'll change my action then to match the above.

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Ha, that's what I quoted in edit 1 of my Gameplay post. Plus, if you ID them and realize they're Undead, you probably don't want to do things their Undead traits make them immune to anyways.
-Posted with Wayfinder

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No, it's ok. I went ahead and retconned my action. Ghost Touch backup scimitar is one of those things I've been wanting to get. But those Inquisitor's Monocles were too tempting.
Just assume that I reactivate merciful after the encounter in case I forget to say so.

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Nice. I mean, we still have the boss fight. But I can't imagine it taking as long as EE. When I GM'd this one in real life they were done in about 3 hours or so. Still, it's a fun little scenario (and Dokeran is something I'm secretly hoping they revisit because I don't think it is mentioned much after this scenario unless I missed something-given John Compton's "go-back-and-tie-up-loose-ends" philosophy I don't think its out of the question).
Anyways, if it's about that time:
00-20 King Zeros of Old Azlant
01-32 Drow of the Darklands Pyramid
01-34 Encounter at the Drowning Stones
01-36 Echoes of the Everwar Part I: The Prisoner of Skull Hill
01-38 No Plunder, No Pay
01-42 Echoes of the Everwar Part II: The Watcher of Ages
01-44 Echoes of the Everwar Part III: Terror at Whistledown
01-53 Echoes of the Everwar Part IV: The Faithless Dead
02-12 Below the Silver Tarn
02-16 The Flesh Collector
02-18 The Forbidden Furnace of Forgotten Koor
02-26 The Mantis’ Prey
03-04 The Kortos Envoy
03-17 Red Harvest
03-26 Portal of the Sacred Rune
Narrow down as you see fit.
If we do another short one I might bring Glaurung back in. Trying to get her to 12 as soon as possible for Ruby Phoenix Tournament when I come back to Bloomington in January.

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Taking Yushua's list:
01-32 Drow of the Darklands Pyramid
01-34 Encounter at the Drowning Stones
01-36 Echoes of the Everwar Part I: The Prisoner of Skull Hill*
01-42 Echoes of the Everwar Part II: The Watcher of Ages*
01-44 Echoes of the Everwar Part III: Terror at Whistledown*
01-53 Echoes of the Everwar Part IV: The Faithless Dead*
02-16 The Flesh Collector
02-18 The Forbidden Furnace of Forgotten Koor
02-26 The Mantis’ Prey
03-04 The Kortos Envoy
03-17 Red Harvest
* If we go for this, it wouldn't be able to be on the same character, unless I went Slow Progression. May save it for my lvl 8 once he's free of DaWay's PbP.
Am happy to provide Samhain again. Though may be able to bring my lvl 11 melee ranger instead. They're so close to lvl 12! (3 more for Samhain after this, 2 more for the other after this Saturday). Hoping to get one through Eyes of the Ten, then hold Samhain for whatever the next retirement arc is.

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Yeah, play Eyes of the Ten quick. Word on the street is once they announce the new retirement arc you'll only have 4-6 months to play Eyes of the Ten before it is retired. They said they would like to retire Eyes of the Ten at the end of a season-so announcement sometime soon and retirement this August? Maybe?
I just GM'd through it and everyone had a blast. I have plans to play another character through it in the next couple months. Our group won't have the advantage of a pouncing come-and-get-me barbarian to destroy all those season 1 and 2 encounters though.

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Here's my list again for reference and narrowing down:
00-20 King Zeros of Old Azlant
01-32 Drow of the Darklands Pyramid
01-34 Encounter at the Drowning Stones
01-36 Echoes of the Everwar Part I: The Prisoner of Skull Hill
01-38 No Plunder, No Pay
01-42 Echoes of the Everwar Part II: The Watcher of Ages
01-44 Echoes of the Everwar Part III: Terror at Whistledown
01-53 Echoes of the Everwar Part IV: The Faithless Dead
02-12 Below the Silver Tarn
02-16 The Flesh Collector
02-18 The Forbidden Furnace of Forgotten Koor
02-26 The Mantis’ Prey
03-04 The Kortos Envoy
03-17 Red Harvest
03-26 Portal of the Sacred Rune
05-10 Where Mammoths Dare Not Tread (not out yet)
05-17 Fate of the Fiend (not out yet)

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Narrowing again.
01-32 Drow of the Darklands Pyramid
01-34 Encounter at the Drowning Stones
01-36 Echoes of the Everwar Part I: The Prisoner of Skull Hill
01-42 Echoes of the Everwar Part II: The Watcher of Ages
01-44 Echoes of the Everwar Part III: Terror at Whistledown
01-53 Echoes of the Everwar Part IV: The Faithless Dead
02-16 The Flesh Collector
02-18 The Forbidden Furnace of Forgotten Koor
02-26 The Mantis’ Prey
03-04 The Kortos Envoy
03-17 Red Harvest
05-17 Fate of the Fiend (not out yet)

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Heal for Day job: 1d20 + 16 + 2 ⇒ (3) + 16 + 2 = 21
Boo, under 10! Vanity power, Go!
Heal!: 1d20 + 16 + 2 ⇒ (11) + 16 + 2 = 29 And here I sit with a shirt reroll for nothing, since I can't double-reroll-stack... Thanks for running!

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Yeah, thanks for running, Tektite! Another fun game. Even if that poor bard didn't even finish his summoning spell, haha.

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Same thing happened when I ran it though. Poor season 0 BBEGs. They don't stand a chance against modern builds, even moderately built characters.

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Without the Dim Door, he wouldn't have been too bad off. Thanks, Travel(Trade) domain!