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Sovereign Court

Kirth Gersen wrote:
TriOmegaZero wrote:
Anyone know a Tiffany M.?
Not me.

me either. Sorry!

Grand Lodge

Andostre wrote:
Since it's a Google group, don't you have her e-mail address? I can often find out if someone is legitimate or not by googling their e-mail address.

I sent an email asking for information, but I'll do that as well. Much appreciated.


Not me, either.

Grand Lodge

No response as of yet, so I'm pretty sure I will deny the request in the morning.


Kirth, I have a quick rules question:

Under the Casting Spells in Combat heading in the first section of your houserules book, it reads that spells that are a standard action to cast actually require a full attack action if the spells have a somatic and/or material component. Like spells that only have a verbal and/or focus component are cast as a standard action.

If a caster were to take the Eschew Materials feat, would that allow affected spells to be cast as a standard action (assuming that they don't have somatic components)?


Andostre wrote:
Kirth, I have a quick rules question: Under the Casting Spells in Combat heading in the first section of your houserules book, it reads that spells that are a standard action to cast actually require a full attack action if the spells have a somatic and/or material component. Like spells that only have a verbal and/or focus component are cast as a standard action. If a caster were to take the Eschew Materials feat, would that allow affected spells to be cast as a standard action (assuming that they don't have somatic components)?

If you can get rid of the material and somatic components somehow (or if the spell doesn't have them), then yes, a "standard action" spell is a standard action. Eschew Materials or a bonded item (which counts as a focus) or Minstrel tradition (for bards) will get rid of inexpensive material components. The Still Spell feat (+1 level) can then be used to get rid of somatic components as well, enabling you to take a move action and also cast a spell in the same round. Alternatively, a 15th level wizard's familiar can perform somatic components for him; coupled with Eschew Materials, this means all his "standard action" spells allow him a move action after that point. Finally, skald spells have no material or somatic components.


Got it, thanks.


Being the bait

Spoiler:

Being provided with a couple of alarm spells will be the most useful - it makes sure that, whatever's coming, we have some warning. If they teleport in - then, oh well, we're screwed anyway!

Some easy precautions: Look for a room with a single entrance. Preferably without windows and with stout internal and external walls. This minimizes the avenues of approach and the number of enemies I may have to face at any one time.

This also allows the use of traps - maybe glue, a trap door, a pit - it depends on where we find space.

Having a way to communicate and ask for help is also key.

Our goal would be to capture rather than kill those that come after me if possible - this will allow us to have an easier time questioning the attackers. Tanglefoot bags might be a good plan. Manacles would also probably be a good idea.


For houstonderek:

Cadogan's group located Lord Fairpoint, found that his disgust and horror over what his daughter had become, and his grief over what she could have been, were too much for him. He became a ghoul and a murderer, although he swore that he was only a scapegoat for a "cult," which in turn was itself hinted to be a cover-up that got out of hand.

Fairpoint's mind snapped at this point, and he attempted to blast-gang the party. Sheraviel astonished him by countering a number of his fencing tricks and actually disarming him; Agun neatly buffed, greased, and played a critical out-of-melee role; and Rim finally ended Fairpoint's existence with a glaive to the head and some channeled positive energy.

They also burned down Llewella's manor with great relief.

The mayor of Fairpoint, alert to the potential political scandal, made sure that Fairpoint's remains would never be located by physical or magical means, and issued a press conference blaming the murders in Fairpoint on a convenient patsy, and hoping that Lord Fairpoint "returns from Estren soon!"

----------

Reporting to the king in Hylore, the party is asked to play the staked goat in trying to lure out the rest of this so-called cult, if indeed it exists.


Sheraviel wrote:

Being the bait

** spoiler omitted **

My reply:
Well, it will be at a courthouse, but other than that we get to choose the room, right? I feel like a courthouse should have some sturdy, secure rooms. My memory is turning to crap, in the past few years, but didn't the king offer Message spells? Or was that you theorizing at the table? I know that the king is working on getting us at least two Hold Person scrolls. And Agun has a couple manacles, but I bet our friends in the Royal Guard can get us more, and maybe some more specialized equipment like tanglefoot bags, also?

Kirth Gersen wrote:
Reporting to the king in Hylore, the party is asked to play the staked goat in trying to lure out the rest of this so-called cult, if indeed it exists.

And the IC spoiler tags are us discussing our strategery where Kirth said he won't read.


Andostre wrote:
And the IC spoiler tags are us discussing our strategery where Kirth said he won't read.

Even DMs like surprises!


As I learn the houserules, I apologize in advance if my questions become too nitpicky. This is one of the reasons I make myself not care about the rules, too much. That, and most of my rpg career since 3.0 came out has been inside the bubble of a group of friends, and we never researched what the official or commonly accepted interpretations of rules were; we just came up with something and moved on, so I feel like I'm coming into rules discussions years behind everyone else.

That said, here's my question: the houserules for bards say that they automatically receive one free rank per class level in Linguistics and Knowledge (Lore) -- both of which are class skills -- and that those free ranks don't count against the bard's total number of skill points per level.

My focus is on the phrase "free rank" rather than "free skill point." A free rank implies that I can activate the three-point class skill bonus immediately, and that I'm one rank closer to synergy bonuses and feats like Skill Focus where the benefit doubles once I have 10 ranks in the skill in question.

Do I have that right, or is that not what's intended?


Andostre wrote:
My focus is on the phrase "free rank" rather than "free skill point." A free rank implies that I can activate the three-point class skill bonus immediately, and that I'm one rank closer to synergy bonuses and feats like Skill Focus where the benefit doubles once I have 10 ranks in the skill in question. Do I have that right, or is that not what's intended?

You have it exactly right. You'll notice ranks/level are listed as 4, rather than 6. The other 2 have in essence been chosen for you. So you start play with 1 rank in each Linguistics and Knowledge (lore), and you get the +3 class skill bonus for each. (Synergy doesn't work like it did in 3.0/3.5, and 10 ranks still means you'd need to be 10th level.)

And if you're a minstrel as opposed to a skald, you in essence get 8 skill ranks/level; the other two are also chosen for you: Diplomacy and Perform (music).

The ranger has something similar, with the automatic ranks in Endurance and Survival.

Although it sounds goofy, the reason for this is that, to do your thing as a skald/minstrel/ranger, certain skills are more or less a "tax," if you want to perform in a level-appropriate manner. This change spells that out overtly, instead of pretending like it's a good choice to ignore your primary class skills. If for some reason you wanted to be a bard with no bardic knowledge (i.e., lore) or something, we could probably work out a trade based on your character's backstory -- but bards like that will be an exception, rather than the rule.


Kirth Gersen wrote:
You have it exactly right. You'll notice ranks/level are listed as 4, rather than 6.

Ah, I hadn't caught that. That all makes perfect sense. Thanks.

Sovereign Court

Kirth - is the king expecting us to hole up at the courthouse?


Jess Door wrote:
Kirth - is the king expecting us to hole up at the courthouse?

You're on the "special assignments" roster, which means you're more or less free to come and go without much in the way of accountability -- results are what count. You can stay in the Guardsmen's barracks, or find lodging in town, or sleep in the courthouse (by disguising yourselves as people like Trog?), or whatever you see fit. The king dislikes micromanaging his special agents, because he's very bad at it.

Grand Lodge

Kirth Gersen wrote:
because he's very bad at it.

Just like everything else? *ba dum tish*

Wait, I'm thinking of the mayor, aren't I?


Re: Being the Bait

Safe for DM: Here's my understanding of the situation (please correct, anyone, if I'm wrong!)

The king has been made aware of

  • Lord Fairpoint's condition and activities in Fairpoint.
  • Llewela's associations, goals of becoming a drow and death (I admitted we killed her to the king alone).
  • He is aware the Lord Fairpoint's body was baked to ash in an oven, and the ashes and oven dumped in the deepest ocean trench easily accessible from Fairpoint at the request of the suddenly paranoid Mayor of Fairpoint.
  • He is aware (and worried by) of the fact that Llewela's body's disposition is currently unknown.
  • She indicated in the stained glass windows in her manor that she had some association with the Chancellor
  • She also had some association with some judge, according to the window.
  • Lord Fairpoint, in his mad ravings, indicated that she associated with people in the city of Hylore. These people claim to belong to a murder cult - in order to cover their real goals. This is a little freaky, as you usually cover illicit activities with a cover of something less...awful. The fact that a murder cult is their cover story is somewhat worrisome.

I (and through association with me, the rest of the party) have been asked to find out as much as possible about the judge indicated in Llewela's window, and the group of people she'd been associating with here in Hylore. The current suggestion is that we seek them out by sending word that a witness (me) will be going to the courthouse in two days to find a judge that is involved in a murder cult - this will get around the courthouse and hopefully lead to them seeking me out to silence me - our goal is to capture those that come after me and use them to find the source of this cult.

This would be an operation where the King can't really move openly - though he is interested in the outcome and will lend what aid he can that will not reveal his interference to anyone in the Court. To this end he has promised: A wand with a couple of alarm spell charges on it, appointment to the special taks force of his guards. He will try to assist us with a couple of spell scrolls as well. We are still discussing what form that additional assistance might take amongst ourselves. Discussion of additional King's Guard personnel was discussed - but while the loyalty, bravery and usefullness of these resources (i.e. Jack) cannot be denied, the king (and Sheraviel!) felt that their skills did not lie with this sort of operation and the...delicate touch that would be required.

Player Discussion

Spoiler:

So, discussion of where we will try to lure the conspirators and what resources we will ask of the king are what's on the agenda.

Mundane / semi-mundane items: Manacles, rope, tanglefoot bags, mechanical traps.

Magical items: Scrolls of Hold Person, Scrolls of sending (I have message memorized pretty much all the time - Sheraviel is a fighter, and communication in battle will always be one of her major priorities. Message is very short range, however!) or other instant communication to gain waiting King's Guard help once attack has commenced. We discussed warding the area against teleportation, but that seems to be outside our ability. I do think it critical we research ways to foil divinations or attempts to scry us - even if we just protect a single room wherever we stay to allow us a place to safely discuss things. I assume the palace itself is warded like mad and impenetrable to nearly all, but once we leave the grounds we should be extremely circumspect on what we say where - given that these people are messing around with demon worship, I assume they have some magical resources, at least.

Location: I prefer a sturdy location with only one entrance. It needs to be a location that isn't too obviously impregnable, however - we want to lure them in, after all. An inn would make good sense, but may leave too many people vulnerable in the initial attack. A rented house would be better to minimize collateral damage. In order to give us time once alarm spells are triggered, a long corridor, underground or high aboveground locations will limits ways to enter the room and give us more time to act on the alarm.

I can't remember if it's evocation or not, but you may want to look into the spell Pyrotechnics, Agun. given you usually have lit cigar in your mouth, you've almost always got the requisite "existing fire" component of the spell up!


Very excellent summary! You've hit every point dead-on.

It's worth noting that the king would normally expect you to borrow, beg, or steal your own items, but in this case time is pressing. Captain Fenneval has gone ahead and made an appointment for you at the courthouse -- ostensibly to review some records -- in 3 days' time. That morning, you can resonably expect to be given:

  • A wand of alarm with a small number of charges remaining (not sure exactly how many);
  • Two scrolls of hold person: one arcane, one divine;
  • Some device to summon the cavalry if needed, to be returned if not used.
  • (If there's anything else you need that was discussed, I don't recall it. Sorry, Derek, no staff of the magi...).

    How you get word to the palace as to where the captain should put these things, or whether you just want to walk over there and fetch them, is up to you. Sheraviel has also been issued an official uniform of the King's Guard (although she's under no obligation to actually wear it, if she wants to be undercover).

    You also have total freedom to conduct the operation more or less however you see fit, barring a large public spectacle or unacceptable levels of collateral damage -- or a political indiscretion or scandal, of course.


  • Ah, I see my understanding was somewhat faulty. I understood that the rumor of my task would be bandied about the courthouse to draw an attack in the days before my ostensible visit to the courthouse - thus inviting the cult to perpetrate a raid on private property where the cult would feel it was somewhat safe to assault me before my appearance in the courthouse - essentially draw them to a "safehouse" to keep the mess somewhat under wraps.

    Instead the plan is to draw them to attack me publicly at the courthouse. I think we need to understand the current situation better to plan this well. We have less control over the environment, the likelihood of collateral damage rises sharply, and this will make the revelation of a death cult an open secret in the city. If this is politically desirable for the king, we have little choice, but if the entire thing is to be kept somewhat obscure, I don't see this as a desirable result.


    Sheraviel wrote:
    We have less control over the environment, the likelihood of collateral damage rises sharply, and this will make the revelation of a death cult an open secret in the city. If this is politically desirable for the king, we have little choice, but if the entire thing is to be kept somewhat obscure, I don't see this as a desirable result.

    Captain Fenneval nods his understanding, then recalls the guardsman he'd sent to make the appointment.

    "Belay that order, Corporal!"

    Looking at Sheraviel, he says, "Good thinking -- I can see that his Majesty was wise to appoint you. I'm a swordsman -- and I'm forced to be something of a diplomat lately -- but a secret agent is something I'm not cut out to be. If you need help with rumors, let me know. Otherwise, we'll stay out of your way!"

    ----

    Historical Note: The Chancellor was skilled at intrigue; Captain Fenneval and King Elcore, obviously not so skilled. There's a rumor that "Sparrow," the Imperial Warlord under the former emperor and now a very old man (although still shrewd), is to be recalled to service.


    Re: Being the Bait

    Thanks for the clarification!

    Spoiler:

    OKay, so I understand the situation better now.

    Location: I'd like a location that allows our attackers somewhat free access - it'll have to be middle class or lower class or they'll probably have too difficult a time sneaking in. It should bein a neighborhood that it's plausible for a King's Guard to stay there to avoid raising suspicion, and a location that the local populace will ignore oddness rather than involve themselves and get themselves killed.

    Scrying: The more I think about it, the more it freaks me out. I'd like to look for some resources to protect us and our prisoners from scrying, at least temporarily. Once we know word of our "testimony" has leaked out, we will have to do our best to act as if we are observed at all times.

    Getting the Word Out: We want to drop the information in such a way that it reaches the cult without them realizing it was too easy. Some options: Tell our "secret" to Jack, and then point him toward the nearest bar to the courthouse - even get him on guard duty there. He'll hopefully get tipsy and start talking - the guy is too forthright to keep something interesting back. if we simultaneously notify the courthouse clerk through official channels that an important witness from murders in Fairpoint will be coming to the courthouse and start rumors that they're looking for a judge as a "person of interest" via dropped notes or secrets whispered to inveterate gossips there, it should draw all the right kinds of attention - given the King's Guards' reputation as enthusiastically loyal hotheads, deception hopefully won't be the top thing on their minds.


    I'm glad we got that all sorted out. I like setting up the ambush on our own terms, also.

    My wife and I are out of town this weekend, and I can't see anything behind the spoiler buttons on this blackberry, so I'll have to wait until Sunday evening or Monday morning before I read those and I post my thoughts.


    Back in Houston:
    Assuming Cadogan's Priest of Oldimara friends have cleared it out, can we use the monastery where we fought the Huecuva? The building has limited access, is ignored/avoided by the local populace, and is just an unexpected place to do it.

    One down-side is that the cult we're after may well be the cause of the Huecuva we fought, in which case they'll be suspicious at best. And I can't think of any place that we can use that already comes pre-shielded from scrying.

    And I'd have to buy Pyrotechnics. It's Transmutation, and I would definitely like to get it into my catalog of spells, but I feel like other spells could be more useful long-term.


    Well, just let me know when I can go train and increase my ability to save everyone's bacon.

    Spoiler:
    i.e. Let me know if we level up, I may be able to rejoin y'all in a week or two, Maria's back from Bulgaria and I'm in a place for now, so my work/housing situation is stabilizing).


    Refreshment status?


    silverhair2008 wrote:
    Refreshment status?

    Penty of beer. Still some soda, but I have no idea how much -- more vanilla coke zero, I think. If you want Dr P, you might grab some.


    I'll try to get Androste to stop by Kroger.

    Sovereign Court

    silverhair2008 wrote:
    While this is not certain by any means there are 3 that I am aware of. One is my group that plays at Asgard Games on Kirby on Sunday; I think there is one in Clear Lake, and another up north around Conroe. There has been mention of a group that is supposedly posted on Yahoo Groups named clag_Houston. Those are the only ones I am aware of.

    Heh Silverhair the clag_houston Yahoo group is the same as the Clear Lake group. CLAG stands for Clear Lake Area Gamers. We have 7 full time and 3-4 new/part time players. We usually play ( PFS )once to twice a month on Saturdays and usually at San Jacinto College Central Campus.

    Everyone except one of the 10-12 players in Clear Lake is an old LG player. We all pretty much know each other and have for a couple years. We are really looking for atleast 2 or 3 more people to fill out the second group on a regular basis. A couple of the guys play various board/card/mini games as well, besides PFS once or twice a month. I hope to meet several people posting here at OwlCon.


    Cadogan, we caught the assassin while you were asleep.

    Way to go, sport.


    On that subject, the next leg of the adventure is written assuming Cadogan would be with the group. Derek -- if you won't be with us next week, can someone else play Cadogan? Or, barring that, does someone else want to stat up a rogue 3 and come up with some reason he/she would be with the party instead of Cadogan?


    Sealed message delivered personally to Sheraviel:

    *** EYES ONLY ***

    Spoiler:
    To: Cpl. Sheraviel, SAR
    From: Cpt. Fenneval, Commander of the King’s Guard
    Date: 2nd day, Month of the Boar, 1463
    Re: Prisoner Identification

    Prisoner identified as: SEURAT, PAUL
    Born 17th day, Month of the Lynx, 1385 (Age 78; human equivalent 28) in Hylore, Aviona
    1406: Father, Lt. Shal Seurat, killed in Great World Conflict.
    1407: Enrolled, Bell Island School for Wayward Youth
    1415: Enlisted, Imperial Marines
    1417 – 1426: Served, Estren Territories; end rank Corporal
    1427 – 1429: Attended Commando School, Findach Keep, Balvora
    1430 – 1444: Served, Shield Lands; end rank Myrmidon

  • Distinguished Bravery Award, 1436
  • Overseas Commendation Award, 1442
    1445 – 1452: Served, Aviona and Balvora (Days of Darkness); end rank Staff Sergeant
    1453 – 1457: Served, Bandit Kingdoms; end rank Gunnery Sergeant
    1457 – 1462: CLASSIFIED
    1462: Discharged from active service; final rank Staff Sergeant.
    1463: Arrested for attempted murder
  • Sovereign Court

    Kirth Gersen wrote:
    On that subject, the next leg of the adventure is written assuming Cadogan would be with the group. Derek -- if you won't be with us next week, can someone else play Cadogan? Or, barring that, does someone else want to stat up a rogue 3 and come up with some reason he/she would be with the party instead of Cadogan?

    I'm willing to handle dice rolls for Cadogan or stat up a rogue NPC. Heheh - how about a hill dwarf? Dwarfs of Hylore unite! lol


    Jess Door wrote:
    I'm willing to handle dice rolls for Cadogan or stat up a rogue NPC.

    Too bad TOZ and his wife aren't closer -- there's a rogue character, pre-introduced and headquartered in Hylore, who'd fit right in!

    Grand Lodge

    I kno, rite?

    Sadly, she has class until 7 in the evening on Mondays this 8 weeks, so we won't be available. It may be possible depending on the next 8 week schedule.

    Liberty's Edge

    I'm going to try and be there Monday, if someone can give me a ride home afterward.

    Grand Lodge

    Although the 15th is a holiday so we shouldn't have classes...


    houstonderek wrote:
    I'm going to try and be there Monday, if someone can give me a ride home afterward.

    Not a problem.

    Also: Hooray!

    Sovereign Court

    Hmmm crickets. Okie Dokie

    Sovereign Court

    Harkaelian wrote:
    Hmmm crickets. Okie Dokie

    Um...what? I don't understand...did you have a question or something?


    Jess Door wrote:
    Um...what? I don't understand...did you have a question or something?

    I think he wants us to commit to OwlCon.


    I don't understand his reference either. However, that being said, I would love for everyone to attend OwlCon as Derek, Rob, Adam Daigle, and I are running Pathfinder Society scenarios in all available time slots. So come help us make tables valid. PLEASE!!!!!!!


    Someone help me out, please.

    The online SRD for the Spellcraft skill reads, "If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again."

    However, the magic section of the SRD has a section titled "Adding Spells to a Wizard's Spellbook," which states that the wizard needs to make a particular Spellcraft check, and then "If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until he gains another rank in Spellcraft."

    Now, I've re-read those entries numerous times, and I feel confident that they are both referring to learning a spell, not identifying a spell being cast or just preparing a spell from an unfamiliar spellbook. The only difference is that the magic section is talking about learning a spell with the intention of adding it to your spellbook, while the Spellcraft section just talks about learning the spell.

    Is there a reason to learn a spell and not add it to your spellbook, or am I completely missing something?


    silverhair2008 wrote:
    I don't understand his reference either. However, that being said, I would love for everyone to attend OwlCon as Derek, Rob, Adam Daigle, and I are running Pathfinder Society scenarios in all available time slots. So come help us make tables valid. PLEASE!!!!!!!

    I'm still up in the air about OwlCon. Not sure if I'll be coming, or not.


    Hey, Androste, I found this a little further down in the Magic section. I would go with this, it is less confusing.

    "Spells Copied from Another's Spellbook or a Scroll: A wizard can also add a spell to his book whenever he encounters one on a magic scroll or in another wizard's spellbook. No matter what the spell's source, the wizard must first decipher the magical writing (see Arcane Magical Writings). Next, he must spend 1 hour studying the spell. At the end of the hour, he must make a Spellcraft check (DC 15 + spell's level). A wizard who has specialized in a school of spells gains a +2 bonus on the Spellcraft check if the new spell is from his specialty school. If the check succeeds, the wizard understands the spell and can copy it into his spellbook (see Writing a New Spell into a Spellbook). The process leaves a spellbook that was copied from unharmed, but a spell successfully copied from a magic scroll disappears from the parchment.

    If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until he gains another rank in Spellcraft. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish."


    silverhair2008 wrote:
    If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until he gains another rank in Spellcraft. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.

    This is how I'd probably rule it as well, if I were put on the spot -- but we've got time to deliberate in this case. Opinions?

    Sovereign Court

    Kirth Gersen wrote:
    silverhair2008 wrote:
    If the check fails, the wizard cannot understand or copy the spell. He cannot attempt to learn or copy that spell again until he gains another rank in Spellcraft. If the spell was from a scroll, a failed Spellcraft check does not cause the spell to vanish.
    This is how I'd probably rule it as well, if I were put on the spot -- but we've got time to deliberate in this case. Opinions?

    I feel like the "You must gain another rank in spellcraft to learn this spell" is too meta-game like, and kinda...icky.

    How's that for specificity?

    anyway, I don't like it, for reasons that have more to do with my distaste for confused mingling of rules systems and world actions than anything.

    It's like how you have to train before you can gain a level - adding real world consequences to a game mechanic. Ick. I want the system to fit the world, not the world to fit the system.

    If that makes sense.

    I am signed up for owl con.


    I agree with Androste that the different locations in the PRD cause confusion. In one place it states that, "Retry: You cannot retry checks made to identify a spell. If you fail to learn a spell from a spellbook or scroll, you must wait at least 1 week before you can try again. If you fail to prepare a spell from a borrowed spellbook, you cannot try again until the next day." That is under Spellcraft skill Retry.

    In another it states,"To decipher an arcane magical writing (such as a single spell in another's spellbook or on a scroll), a character must make a Spellcraft check (DC 20 + the spell's level). If the skill check fails, the character cannot attempt to read that particular spell again until the next day." That is in the Magic section under Magical Writings.

    So you see the confusion.

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