Goodies in Godsmouth Heresy (sanctioned)


GM Discussion


First of all, do the PCs get to find and take to other chronicles the goodies not listed on the chronicle sheet with the sanctioned conversion? Do all PCs get a copy of the item, or just the lucky ones?

WARNING SPOILERS!

One of the items the PCs get early on in the campaign is the feather token: whip. While I like this item in a normal campaign, it seems complicated and maybe too powerful for a sanctioned adventure. As a new DM, there is a lot of thought about using this item before it is unleashed on the populace.

After a lot of research into what this item does and does not do, I've come up with:

"Like a dancing weapon, the token fights for 4 rounds when loosed at a +10 BAB. It does 1d6+1 pts non-lethal dmg. It has a +1 bonus to ATK and DMG rolls and makes a free grapple attack it it hits at +15. It may deal lethal damage at -4 to ATK. It does no damage to any creature of +1 armour bonus or +3 natural armour. As it is considered held for the purpose of attacks and effects against it, it may be sundred, provoking an AoO from the whip. DMG exceeding hardness is subtracted from the whip's HP. Hardness and HP are both 5. For simplicity, the whip makes FORT, REF and WILL saves using its owner's bonuses. The whip is otherwise considered unattended and may not trip, as it is too small."

I used the HP and hardness for a melee one handed weapon. This is however a magic weapon for all intents as it is treated like a dancing weapon, isn't it? If it is, what kind of saving throws does it get; we have no idea what the caster lvl was for its creator? Does it fight for 4 rounds and need to be reactivated like the sword it's modelled after? If yes, how do the PCs reactivate it?

Shadow Lodge 4/5

The details on the feather token whip can be found on pace 512 of the core rules.

This is a one use item. You activate it and it lasts for 1 hour.

From the description we can see that the caster level required to make this item was 12.

That means that it has a +8 Fortitude / Reflex / Will save (2 + one half caster level of 12 from page 459 of the core rules).

The whip is made of leather which is defined as having hardness of 2 and 5 hp per inch of thickness. If we were very generous we could say that an whip has 5 hp.

The token when activated acts as a +1 dancing whip. This is equivalent to a +5 enhancement bonus to the weapon (+5 for dancing and a +1 enhancement bonus).

Reading from page 174 in the core rules we see each +1 of enhancement bonus adds +2 to the hardness and +10 to the items hit points.

Based on this an activated feather token whip has a hardness of 12 (2 + [5 x 2]) and 55 (5 + [5 x 10]) hit points.

From page 468 we can see under the Damaging Magic Weapons section that in order to damage the activated feather token whip with a weapon that weapon attempting to do the damage would need to have at least as high an enhancement bonus (+5 or greater) as the activate feather token whip.

I hope this helps.

Shadow Lodge 2/5

Quote:
A token that forms into a huge leather whip and wields itself against any opponent desired just like a dancing weapon. The weapon has a +10 base attack bonus, does 1d6+1 points of nonlethal damage, has a +1 enhancement bonus on attack and damage rolls, and a makes a free grapple attack (with a +15 bonus on its combat maneuver checks) if it hits. The whip lasts no longer than 1 hour.

I think the bolded part plus the hour duration are the key bits here.

The fact that it acts on it's own to grapple is pretty nasty.

Grand Lodge 3/5

GreatKhanArtist wrote:

First of all, do the PCs get to find and take to other chronicles the goodies not listed on the chronicle sheet with the sanctioned conversion? Do all PCs get a copy of the item, or just the lucky ones?

Nope.

You apply the chronicle to one PFS character. They get the wealth based on the sub-tier of that character, and access to the listed items. All players get the same chronicle, but do not have to all apply them to characters of the same sub-tier.

Hope that helps.


Wow Eric! somebody knows his stuff! Thank you very much for clarifying that.

@ Neil: So the PCs don't get the original adventure items, just those listed in the chronicle conversion? It sounds like the original items are turned into wealth for the party and split up among them.

Again, thanks everyone for your help!

Dark Archive 4/5 5/55/55/5 Venture-Agent, Indiana—Lafayette

Pathfinder Society is run under the assumption that all treasure and items found during an adventure are sold for half value and divided among a nominal party size (4 I think but it may be 5). The character may purchase any items on a chronicle that they receive at the listed price or the price in one of the core books if a price is not listed. This is done to provide balance across the Society as a whole.

Items on a character's chronicle are the only exception to the purchase limit identified by the character's total prestige.

So a character can purchase items from:
* The always available list in the Society Guide
* Any item from any of their chronicles
* A single item whose total cost does not exceed the limit provided by his/her total PA (TPA or Prestige Award)
* Once per scenario the character may purchase an Item by spending Prestige (1 PA for an item up 150gp or 2 PA for an item worth up to 750gp) Purchasing an item with prestige may exceed the gold piece limit granted by the character's TPA. He/she is not spending gold for it.

5/5

I think it likely that the feather token whip was left off teh chronicle because the prestige earned from the chronicle (4) is sufficient for any item of 500gp or less (the price of the whip) to be purchased. If the PC dies during the game, or doesn't complete it, and earns fewer prestige this could matter. But mostly it shouldn't matter that it was left off.

Eric Brittain wrote:

The token when activated acts as a +1 dancing whip. This is equivalent to a +5 enhancement bonus to the weapon (+5 for dancing and a +1 enhancement bonus).

Reading from page 174 in the core rules we see each +1 of enhancement bonus adds +2 to the hardness and +10 to the items hit points.

Based on this an activated feather token whip has a hardness of 12 (2 + [5 x 2]) and 55 (5 + [5 x 10]) hit points.

This is not correct. Only the actual enhancement bonus of a weapon or armor affects its hardness and hit-points. Other abilities do not add to the enhancement bonus, only to the effective bonus to calculate the price. Separate from that, is that this is a wondrous item with an ability similar to dancing, not the actual dancing ability.

Eric Brittain wrote:
From page 468 we can see under the Damaging Magic Weapons section that in order to damage the activated feather token whip with a weapon that weapon attempting to do the damage would need to have at least as high an enhancement bonus (+5 or greater) as the activate feather token whip.

If this accidental rule is paid any attention at all, it would only require a +1 weapon to bypass, not +5.

Shadow Lodge 4/5

Majuba wrote:

<snipped>

Eric Brittain wrote:

<stuff> The token when activated acts as a +1 dancing whip. This is equivalent to a +5 enhancement bonus to the weapon (+5 for dancing and a +1 enhancement bonus).

Reading from page 174 in the core rules we see each +1 of enhancement bonus adds +2 to the hardness and +10 to the items hit points.

Based on this an activated feather token whip has a hardness of 12 (2 + [5 x 2]) and 55 (5 + [5 x 10]) hit points.

This is not correct. Only the actual enhancement bonus of a weapon or armor affects its hardness and hit-points. Other abilities do not add to the enhancement bonus, only to the effective bonus to calculate the price. Separate from that, is that this is a wondrous item with an ability similar to dancing, not the actual dancing ability.

Majuba is correct.

The activated feather token whip has a hardness of 4 and 10 hitpoints.

Majuba wrote:


Eric Brittain wrote:
From page 468 we can see under the Damaging Magic Weapons section that in order to damage the activated feather token whip with a weapon that weapon attempting to do the damage would need to have at least as high an enhancement bonus (+5 or greater) as the activate feather token whip.
If this accidental rule is paid any attention at all, it would only require a +1 weapon to bypass, not +5.

Again also correct. It would require a +1 or greater weapon to damage the activated feather token whip.

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