4-12 The Refuge of Time


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Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber

So I started prepping this one and I had a couple questions about the first few encounters.

When advancing the Monastic Diva, do you increase Solid Blow damage? I assumed no, but I can see it go either way since the damage is clearly supposed to represent mace damage.

In sub-tier 7-8, how does Emketta have +12 to damage with her lance? If she's holding her lance in one hand, then she should have +7 STR +1 weapon training +2 desecrate = +10, If she's holding her lance in 2 hands, then she should have +10 Str(x1.5) +1 weapon training +2 desecrate = +13. I wonder if I'm missing something here. (On that note, that would mean that subtier 10-11 is also off by 1 thanks to the +1 lance)

Say that the greater shadow comes into the desecrate aura - does that mean it suddenly does 1d8+2 STR damage? Because holy crap that's a lot.

Undead Mastery - are you supposed to be able to use this ability even if you don't have line of sight/effect to the undead creature? Also note that Emketta can only use this ability if she's in the front of the room, and that's assuming that the undead is on the near side of it's room.

Shouldn't the Subtier 10-11 Emketta have a mounted speed of 50ft. since the phantom mount ability should have a CL of 12?

Dark Archive 4/5

Iammars wrote:
When advancing the Monastic Diva, do you increase Solid Blow damage? I assumed no, but I can see it go either way since the damage is clearly supposed to represent mace damage.

As its based off stats, I believe it should increase.

Quote:
In sub-tier 7-8, how does Emketta have +12 to damage with her lance? If she's holding her lance in one hand, then she should have +7 STR +1 weapon training +2 desecrate = +10, If she's holding her lance in 2 hands, then she should have +10 Str(x1.5) +1 weapon training +2 desecrate = +13. I wonder if I'm missing something here. (On that note, that would mean that subtier 10-11 is also off by 1 thanks to the +1 lance)

There is usually at least one minor error in a stat block per scenario. Looks like I need to review Emketta.

Quote:
Say that the greater shadow comes into the desecrate aura - does that mean it suddenly does 1d8+2 STR damage? Because holy crap that's a lot.

Looks like it. I had missed that. One for the rules forum.

Quote:
Undead Mastery - are you supposed to be able to use this ability even if you don't have line of sight/effect to the undead creature? Also note that Emketta can only use this ability if she's in the front of the room, and that's assuming that the undead is on the near side of it's room.

The only way I can see this working is if this had already been cast (it lasts a day) which makes sense and also explains why sometimes it can't be used (as it made the save today).

Quote:
Shouldn't the Subtier 10-11 Emketta have a mounted speed of 50ft. since the phantom mount ability should have a CL of 12?

20ft per two levels, max 100ft. So 100ft.

Note a Phantom Steed is not combat trained (which takes her move action though she can only fail on a 1 and only at lower tier).

My Qs:

What Morale tactics do you use for Naroth as none are stated and he can clearly get away if conscious?

To satisfy tactics do you use Naroth's?

Spoiler:
bonded item summon monster 7 (possibly a Bebilith or 1D3 Dire Tigers)

Also you need to prepare what creatures you will use as Naroth's allies.

Dark Archive 4/5

By my calculations I think Emketta should have the following stats (changes):

Subtier 7-8
HP bonus +63 (not +72)
Speed mounted 80ft (not 40ft)
Lance damage +13 (not +12)

Subtier 10-11
HP bonus +84 (not +90)
speed mounted 100ft (not 40ft)
Lance damage +14 (not +13)
I am also not clear that the natural armor stacks

Please check - I note that I can't make the HP bonus add up for the Bestiary entry either...

Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber

HP is correct:
+4 CHA
+1 Toughness
+2 desecrate
+1 favored class bonus
+8 hp per HD
9*+8=+72

5/5 RPG Superstar 2012 Top 4

The one question I can address that isn't a rules forum question or something that was tweaked in development is:

ZomB wrote:
To satisfy tactics do you use Naroth's? bonded item summon monster 7 (possibly a Bebilith or 1D3 Dire Tigers)

He has prepared summon monster IV twice and he has the arcane bond to summon allies. I recommend weighing the number of PCs against the number of cultists to determine what the summoning spells should be used for.

Liberty's Edge 3/5

Emketta also has Deflect Arrows (and another feat I'm forgetting) with a dex of 12. Somehow.

Steve Miller wrote:
The one question I can address that isn't a rules forum question or something that was tweaked in development is:
ZomB wrote:
To satisfy tactics do you use Naroth's? bonded item summon monster 7 (possibly a Bebilith or 1D3 Dire Tigers)
He has prepared summon monster IV twice and he has the arcane bond to summon allies. I recommend weighing the number of PCs against the number of cultists to determine what the summoning spells should be used for.

Well, sure, if you want to be nice. You could just summon a fiendish T-rex.

5/5 *****

You could but Summon Monster spells have a casting time of 1 round so any level 9-11 PC's worth their salt at that level will disrupt him easily even if he does his casting inside the Solid Fog.

Looking through this module really did make me wonder at the why's and how's of module development and in particular building spell casters. I dont expect them to be uber optimised as PFS parties will have wide ranging capabilities but seriously, Acid Arrow with a level 6 slot? 2d4 damage a round for 4 or 5 rounds is utterly inconsequential. Almost anything else would be better, a quickened buff, anything at all.

Also is there some sort of rule that PFS NPC Wizards must have Point Blank Shot and Precie Shot? Presumably this is to let them use their pointless ray blasts which have been irrelevant since level 3. It could be used for Enervation here but given he also has quickened true strike its completely pointless.

Liberty's Edge 3/5

andreww wrote:

You could but Summon Monster spells have a casting time of 1 round so any level 9-11 PCs worth their salt at that level will disrupt him easily even if he does his casting inside the Solid Fog.

While parties should have a means of dealing with the Solid Fog, you'd be amazed at the number of parties I regularly see who would have no recourse but to stumble through the fog hoping to bump into him (which is unlikely, since he'd probably be flying at ceiling height). Casually tossing a fireball into the fog doesn't help due to his resist energy, though it's always possible someone uses a different element type. Spell turning protects against a lot of other disruptive tactics, and he's even got Stoneskin up to make that melee damage concentration check doable.

Agree whole-heartedly about Acid Arrow, Point Blank, and Precise shot, though. Would've been nice to see him as a teleport subschool wizard.

Dark Archive 4/5

Iammars wrote:
HP is correct ... +1 favored class bonus

Ah, that explains why I couldn't see it. Doesn't that mean the high subtier Emketta has +96 bonus HP?

DrSwordopolis wrote:
Well, sure, if you want to be nice. You could just summon a fiendish T-rex.

Yes of course, just one creature ;-) Indoors? I thought about it for fun, but you wouldn't be able to find anywhere to put it by the time you finished casting it. Besides I would have to buy a new figure or pull the wings off a Dragon ;-)

The Bebilith might just fit though is a bit too nasty unless the party is all level 11. Peeling the armor off the tank and up to 10 con damage per bite is harsh. A huge spider emerging from the fog is very atmospheric though.

A couple of Augmented Fiendish Dire Tigers are straightforward and do loads of normal damage on their 5 attacks on a charge, especially if smite works (+14 damage per attack).

The level 4 summons will be very minor speedbumps at high subtier. (Probably Bison or Lion.) Which is why using the bonded item to fulfill tactics seems appropriate. Even though I would rather have the bond in reserve or a second 26d6 disintegrate ;-)

Agree that his load out is way underoptimised, I suspect there have been quite a few PC deaths in the recent modules with big bad wizards (black tentacles anyone?).

I note also he doesn't need the still grease to get out of grapples which will require 2 standard actions when he can dimensional step out in one. He is supposed to be a smart wizard.

5/5 *****

The stilled Grease also I believe requires a concentration check to cast it while grappled which makes it not very useful. Liberating Command would have been better and a level lower too.

5/5 *****

I am just rereading the scenarip know and am mildly amused at the starting encounter. I wonder how many players would be willing to agree to the consitions to obtain passage without a battle. Most I expect will suspect some sort of trap. I am doubly amused that somehow the Wizard managed to convince the guardian that the group were tomb robbers with his Bluff skill of 0 against its 25 Sense Motive and At Will Discern Lies and constant Detect Evil.

Of course the flip side could well be that the PC's are actually tomb robbers so he is technically correct, which is of course the best kind.

I also wonder if some characters might face a potential alignment infraction if they go down the murder route given the Guardian is caled and is therefore really there and so can be permanently killed.

Dark Archive 4/5

andreww wrote:
Liberating Command would have been better and a level lower too.

To be fair this is a relatively recent emergent tactic (and its in that book with the guns).

Quote:

I am doubly amused that somehow the Wizard managed to convince the guardian that the group were tomb robbers with his Bluff skill of 0 against its 25 Sense Motive and At Will Discern Lies and constant Detect Evil.

Of course the flip side could well be that the PC's are actually tomb robbers so he is technically correct, which is of course the best kind.

I have no problem with Naroth or even the general populace believing pathfinders are tomb robbers. They are there to steal the tokens from their rightful owners after all.

At higher subtier his alignment cannot be detected.

The guardian is there by planar binding so it isn't that unlikely. It does mean he should be very amenable to creatively interpreting the agreement if several good characters tell the truth to him.

Quote:
I also wonder if some characters might face a potential alignment infraction if they go down the murder route given the Guardian is called and is therefore really there and so can be permanently killed.

Now that's interesting.

Sczarni 2/5 RPG Superstar 2014 Top 16

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At 10-11, I went the mean route with this combat which gave me a couple rounds of fun before my caster was inevitably silenced/grappled/Anchored.

My party peeked through the final door (Gloves of Reconnaissance) and then spent many rounds preparing for an obvious combat with a wizard who knew they were coming, as they'd already discovered the Telepathic Bond. Since they didn't bother to stealth and cast buffs right next to the door, I felt no need to leave Team Evil waiting around in ready positions.

Solid Fog was cast 10 feet back from the door, and the Sinspawn waited just inside the door with spears at the ready. The party believed that the wizard was prepping summons from somewhere within the fog, but I didn't want my summons fumbling around uselessly. Instead, I had the wizard teleport towards the entrance, and suddenly a Fiendish Rhino was charging the casters in the back of the party. The sinspawn kept the front line tangled, and I was able to get a few rounds of spells coming before they could bring the maneuver machine over to take the wizard down.

Flanking is fun!

If they had waited significantly too long, this is an easy scenario for the baddie to escape. Especially because this party had considered just waiting for his pre-buffs to wear off. Spend some rounds to collect tokens and a significant teleport out the front door, and then steal some horses to make his escape. The party has a lot of information about the villain, and if they take too long preparing, I would take every advantage of their slow-going tactics.

I realize this isn't playing with tactics-as-written exactly, but this is a combat heavy scenario with few tactical surprises, especially when the PC's knew everything about this caster before getting their faction missions and have ample time to buy specific consumables. I decided to make the most of it, and I'd urge you to do the same!

EDIT: Just wanted to mention that I had fun with this one! I loved telling the party "So, you just killed an angel and then shaved the beard off a noble while he was still tied up... what are you monsters going to do next?"

5/5 RPG Superstar 2012 Top 4

Arkos wrote:
Just wanted to mention that I had fun with this one! I loved telling the party "So, you just killed an angel and then shaved the beard off a noble while he was still tied up... what are you monsters going to do next?"

Love it!

I'm glad you enjoyed it. Thanks for sharing. Feel free to write a review.

Sovereign Court 4/5 5/5 ***

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Pathfinder Starfinder Adventure Path Subscriber

Especially with Season 4, I've learned to make sure that any time I run high-level PFS, I need to create various cheat sheets to make sure that I don't forget anything. Usually these cheat sheets are 7 or 8 pages long to cover everything I need. This mod gave me 17 pages worth of notes. I was literally finishing it 1/2 hour before the mod. In the spirit of helping anyone who wants to run it, here's my cheat sheet which includes:

  • Stat Blocks of the angels and what all their spell-like abilities do.
  • Stat Blocks of the undead
  • List of Incorporeal and Undead Traits
  • Summary of the spell effects for the trap
  • Cheat Sheet of Emketta's abilities with a summary of each feat/ability that doesn't apply a static bonus
  • List of Naraoth's Spells for each tier with some shorthand of what they do.
  • Naraoth's spellbook in nice list form
  • Augmented stat blocks for summon monster IV.

Note that a bunch of it is in shorthand I use to cram everything in a reasonable space. (Especially dispel magic. I memorize that because it is used so often with both monsters and my own characters.) Linked is a pdf version and a .docx version so that you can change the shorthand to better fit you. (Apparently I really like the X?X:X construction...)
PDF: Link
DOCX/Google Docs: Link

Dark Archive 4/5

Nice. Very similar to mine though slightly different format. That would have saved me some work...

I do even shorter shorthand (especially on casters which I also play a lot), use larger text to pick out things I need to quickly find, and try to include all defensive/offensive abilities in those sections, otherwise I may miss them during play, eg:

Spoiler:

DEFENSE
- combat expertise (-4 atk, +4 AC)
- deflect arrows 1/round if free hand
- potion inflict serious wounds
- AC, saves, etc.

OFFENSE
- 2 AoO
- ride-by-attack
- Disarm std (weapon knocked 15ft)
- devastating blast (3/DAY, 8d6 fire, 30ft cone, DC 20)
- +4 for casters to cast defensively if I am threatening

- immediate
-- step up and strike (10ft and no loss of next 5ft step)
-- threatened enemy fails to cast defensively get AoO
-- threatened enemy teleporting take AoO

- weapons, etc

Note: Summons should also be Fiendish (CR+1, DR, energy resistances, smite good) and summoner's charm extends the duration.

I do wonder how much good prep adds to the CR of an encounter?

Silver Crusade 2/5

So I have only played it, and I can say it was pretty rough. After seeing this, I know it could of been a lot worse.

Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber
ZomB wrote:
Note: Summons should also be Fiendish (CR+1, DR, energy resistances, smite good) and summoner's charm extends the duration.

Well, except for the archons, but agreed. I'll include those tomorrow.

(Besides, I feel like lantern archons are the best choice. Besides being overall decent, I feel like this s the guy who loves having good outsiders to evil's dirty work for him)

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

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Iammars wrote:
Awesome stuff

Thank you sir! I'm running this scenario 6-7 times at the next 3 cons I'm attending. Tis has cut down my prep time considerably.

Wayfinders 5/5

Stizzolen!

*salutes*

Thank you for your GM diligence!

Sovereign Court 4/5 5/5 ***

Pathfinder Starfinder Adventure Path Subscriber

Glad people are finding it useful. I just updated it to include the Fiendish template for the non-archon summoned creatures and to fix the missing Charm Monster description.

Liberty's Edge 4/5

going to run it soon at con and had a QUESTION. HOW are people handling the telepathic bond? what I mean is, once he is aware and starts prepping his spells, what have you done after he has his pre programmed spells cast and the PC's arent there yet? Go find them, or wait? summon something to find them is what I would do. It is a shame he dosent put telepathic bond on his other servants too at the same time. than just send one of them. Also, I LOVE dimentional step. I would bounce around and hit them from several directions. OR should he just wait till they get there?

Dark Archive 4/5

PFS Guide 4.3: "if the actions of the PCs before or during an encounter invalidate the provided tactics or starting locations, the GM should consider whether changing these would provide a more enjoyable play experience."

Dark Archive 4/5

Iammars wrote:
  • Naraoth's spellbook in nice list form

Note that oddly the higher tier spellbook does not include all the lower tier ones. Acidic Spray should not be in the higher tier book.

Shadow Lodge 4/5

I'm running this on Monday and want to make sure I'm running the ioun stone portion correctly.

After the final battle, I let them know they find a ioun stone that is clearly evil. They can Spellcraft it to figure out what it does (DC 27).

If they pass the DC, I can tell them that it grants a free feat slot but the act of activating it is an intentionally evil act that will shift their alignment.

If they fail the DC, I can just say, they can tell it's an evil ioun stone and you must wear it to discover what it does.

In either case, I do not tell them it is cursed until AFTER they decide they use it (or not) when I'm handing out chronicle sheets.

If they choose not to use it during the scenario, do they still have the option of using it at a later date? If not, is this noted anywhere in the scenario?

Liberty's Edge 3/5

Sammy T wrote:


After the final battle, I let them know they find a ioun stone that is clearly evil. They can Spellcraft it to figure out what it does (DC 27).

-SNIP-

Sammy T wrote:


In either case, I do not tell them it is cursed until AFTER they decide they use it (or not) when I'm handing out chronicle sheets.

If they exceed the DC by 10 or more (37 is not out of reach, especially if identify is used), they should detect that the item is cursed, per the cursed item rules. (Unless there's text in the scenario stating otherwise.)

Sammy T wrote:


If they choose not to use it during the scenario, do they still have the option of using it at a later date? If not, is this noted anywhere in the scenario?

Personally, I would cross the item off on the chronicle sheet if the player did not activate the item during the scenario.

Shadow Lodge 4/5

DrSwordopolis wrote:


If they exceed the DC by 10 or more (37 is not out of reach, especially if identify is used), they should detect that the item is cursed, per the cursed item rules. (Unless there's text in the scenario stating otherwise.)

Relevant text: ""A PC who investigates the ioun stone should be able to

discern its properties as normal, except that it is cursed
and can’t be removed without magic (see page 536 of the
Core Rulebook for more information on cursed items). Each
PC should be given the choice to use the ioun stone before
receiving a Chronicle sheet for the scenario, which reveals
that the item is cursed."

This indicates that they cannot detect the curse.

Quote:
Sammy T wrote:


If they choose not to use it during the scenario, do they still have the option of using it at a later date? If not, is this noted anywhere in the scenario?
Personally, I would cross the item off on the chronicle sheet if the player did not activate the item during the scenario.

Yeah, that absolutely sounds reasonable but since it's not stated anywhere on the chronicle or within the scenario that you lose access to the item if not activated (I could have missed it), it would seem to be treated as any other item you find on chronicle (i.e. always available, albeit with the alignment/atonement/curse caveats)

Liberty's Edge 3/5

Sammy T wrote:


Relevant text: ""A PC who investigates the ioun stone should be able to
discern its properties as normal, except that it is cursed
and can’t be removed without magic (see page 536 of the
Core Rulebook for more information on cursed items). Each
PC should be given the choice to use the ioun stone before
receiving a Chronicle sheet for the scenario, which reveals
that the item is cursed."

This indicates that they cannot detect the curse.

Yeah, I could see it either way. I just felt that the reference to page 536 indicated that standard cursed item rules are in effect, which allow for discovery of the curse.

Sammy T wrote:


Yeah, that absolutely sounds reasonable but since it's not stated anywhere on the chronicle or within the scenario that you lose access to the item if not activated (I could have missed it), it would seem to be treated as any other item you find on chronicle (i.e. always available, albeit with the alignment/atonement/curse caveats)

The "Items Found" section of the chronicle states "You activated an ocher rhombioud ioun stone..." which indicates to me it's treated more like a boon than an item. (Also, there's no cost associated, where the item itself is actually worth 30,000.)

Again, could see it ruled either way.

Liberty's Edge 5/5

On the Sin (Sloth) Spawn, they are 9 HD (CR 7) vs. a standard Sin Spawn's 3 HD (CR 2).

Their special ability is sickening someone when they bite them. The DC in the Bestiary 2 stat block is 12.

When you advance a monster's CR (in this case through hit dice), it typically advances the DC of the primary special ability.

Table 1-1 from the Bestiary appendix on creating/advancing monsters, indicates:

The average primary ability DC of a CR 2 creature should be 13 (but can be lower if it is particularly nasty) and the primary ability DC of the Sin Spawn is 12. But for a CR 7 creature, it shows it as being 17.

Based on this, shouldn't the DC of the 9 HD (7 CR) Sin Spawn be at least 16 if not 17?

Shadow Lodge 4/5

Quick Clarification regarding the Angel's Protective Aura:

If it wanted to use a level 3 spell or lower on itself within the aura, it would first have to use a standard action to dismiss the protective aura, correct?

Then the next round, it would cast (cure serious/invisibility/etc) then re-engage the aura as a (??) action?

Paizo Employee Developer

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The PCs should be able to detect the curse if they make the requisite check to do so as presented in the cursed item rules in the Core Rulebook.

Shadow Lodge 4/5

2 tables ran at my store tonight, one 7-8 and one 10-11. Both tables ran 4.5ish hours. The 10-11 table killed Naroth. The 7-8 table's Naroth escaped.

I ran the the 7-8 table which featured:
L7 Fighter/Inquisitor
L7 Oracle of Lore
L8 Ranger (favored enemy undead)
L8 Ninja
L7 Fighter
L7 Paladin

Angel:
They tried to parlay and barely missed the Diplomacy DC. Combat started when someone stepped forward. The angel was on the low end of initiative, so the PCs were spread out when the angel threw down the smite...only hitting all the good PCs for 0 damage. He flew into the air and would have kept attacking from up there, but the oracle repositioned to the tunnel. The angel flew down and almost dropped the oracle...but then he was hit by a net (entangled) and a kasuri gama (grappled) and pounded until he yielded. If the entangle/grapple would not have gone down, the DR/SR/protective aura/flying versus the pitiful ranged attacks from non-flying PCs would have made this a long drawn out affair.

Emketta/Shadow:
The party stacked Emketta's door and spent 3 rounds buffing IN FRONT OF THE DOOR. So, I set Emketta up for a charge at the door and had her call the shadow. Party opens door, Emketta drops the fighter and the shadow appears in the backline. The frontline PCs rallied and took care of Emketta by downing her horse/sundering her lance/dogpiling her while the ninja and paladin helped the strength-drained oracle (while I remembered the no crits/50% damage rule for the shadow, I forget the ninja would NOT get precision damage...not too much of a big deal as it would have extended the fight by only a round, and few points of STR damage at best).

Naroth:
The PCs decided to break the graveknight's armor. The 3 rounds of hammering + PCs buffing IN FRONT OF THE DOOR (AGAIN) before entering gave Naroth notice and time to prep. PCs opened the door to see a fog bank 10' away on the other side, with 2 sinspawn and 2 lions hanging in the edge of the fog.

Between the sinspawns' reach/stand still and the lions at doorway, the PCs were logjammed. Then they got hit by a stinking cloud cast right on top of them. 2 of the front line PCs initially failed their Fort saves and a 3rd frontliner did so as well when a sinspawn standd stilled the PC when he was trying to get out of the stinking cloud. All 3 were nauseated for a good chunk of the subsequent rounds, leaving the oracle's 3 riding dog summons and the ninja's sneak attacks to hold the front line with a Prot Evil'd pally (who the lions couldn't attack).

While oracle wandered around the solid fog looking for Naroth, Naroth would fly in and out of the fog, dropping spells on the logjammed doorway PCs when he could.

Eventually, the PCs whittled down his mooks and Naroth was low on offensive spells. I got the "wrap up in 30 minutes" warning from the store so Naroth, low on spells and out of cannon fodder, double move flew over and past the PCs, dimension stepped 200' on the next turn and then flew away. So, no Ioun Stone for the PCs.

The PCs had fun, although the peeps who were nauseated 3 rounds each during the climactic battle probably had a little less fun ;)

So. Much. Prep. And it still doesn't feel like I did enough (even using the cheat sheets provided upthread).

(For non-official reference, I did a theoretical run of the "do you use the Ioun Stone?" since they would not have it on their chronicle due to Naroth's escape. The oracle would have missed the DC for detecting it was cursed. 3 of the PCs, knowing it was evil, still would have activated their stone.)

3/5

Sammy T wrote:
2 tables ran at my store tonight, one 7-8 and one 10-11. Both tables ran 4.5ish hours. The 10-11 table killed Naroth. The 7-8 table's Naroth escaped.

The 10-11 table featured:

A Fighter 1/Rogue 4/Ranger 2/Barbarian 2/Monk 2
A 10th level Cleric
A 9th level Gunslinger
An 11th level Fire theologian of Asmodeus (Cl 9/S 1/O 1)
and
An 11th level Summoner/Dragon Disciple

And that Dragon Disciple gets targeted with killer spells as though it were still allowed to be a Synthesist.

Many thanks to Sammy T. and Rob L. for running for us.

Liberty's Edge 1/5

Question about the (Ocher Rhomboid Ioun Stone)...

Is there any erata about whether or not it has any resonant powers if slotted in a wayfinder?

Paizo Employee 2/5 * Contributor

Timothy McNeil wrote:
And that Dragon Disciple gets targeted with killer spells as though it were still allowed to be a Synthesist.

(*pays Greg Hanigan five dollars*)

Sorry, in-joke, nothing to see here...

Liberty's Edge 3/5

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Grond1969 wrote:

Question about the (Ocher Rhomboid Ioun Stone)...

Is there any erata about whether or not it has any resonant powers if slotted in a wayfinder?

Verbatim from scenario:

As with other ioun stones, the ocher rhomboid has a
resonant power when placed inside a wayfinder. First,
it turns the wayfinder into a cursed item that can only
be removed in the way the stone itself can. Second, the
wearer gains Knowledge (arcana) as a class skill for as
long as she wears the wayfinder.

It's hidden at the bottom of the sidebar; I missed it too on my first read-through.

Liberty's Edge 5/5

Andrew Christian wrote:

On the Sin (Sloth) Spawn, they are 9 HD (CR 7) vs. a standard Sin Spawn's 3 HD (CR 2).

Their special ability is sickening someone when they bite them. The DC in the Bestiary 2 stat block is 12.

When you advance a monster's CR (in this case through hit dice), it typically advances the DC of the primary special ability.

Table 1-1 from the Bestiary appendix on creating/advancing monsters, indicates:

The average primary ability DC of a CR 2 creature should be 13 (but can be lower if it is particularly nasty) and the primary ability DC of the Sin Spawn is 12. But for a CR 7 creature, it shows it as being 17.

Based on this, shouldn't the DC of the 9 HD (7 CR) Sin Spawn be at least 16 if not 17?

Ok, seems I was wrong about this.

If the creature is advanced with class levels, then they don't get the increased difficulty on their abilities.

Paizo Employee Developer

Andrew Christian wrote:
If the creature is advanced with class levels, then they don't get the increased difficulty on their abilities.

To clarify, hit dice gained by taking a level in a class do not enter into calculation of racial abilities. If the creature's ability scores increase (as they typically do when a creature gains class levels) that does affect racial abilities except in rare cases where the DC is specifically called out as being static.

Dark Archive 4/5

At both tiers Naroth appears to have to use a higher version of Planar Binding than he can cast. Presumably a scroll.

Grand Lodge 4/5

I played this one today.

I might be understanding the cursed Ioun Stone incorrectly, but from my understanding it seems pretty lame as treasure.

We all know that playing a good character is significantly more challenging than playing neutral. You need to protect the weak and the innocent, you need to strive to do right and you need to be selfless.

So I understand that being good should deserve a reward.
But a reward that magically forces you to stop being good?
Isn't that a bit hypocritical?

I can just see a lot of awesome LG, NG and CG Pathfinder characters weighing up the deliciousness of an extra feat and deciding to succumb to neutrality because, hey, more feats is awesome!
"Screw defending the innocent! I can get improved critical right now! WHOOP WHOOP!"
It might be something flavourful that an evil cult would make, but having this thingo as a reward leaves a bad taste in my mouth. It's an active effort to reduce the number of good aligned pathfinders in organized play.

Just my two coppers. Wondering if anyone's feeling the same way.

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

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It isn't an active effort to reduce good aligned characters. That is ridiculous and so is the hyperbole. It is a cursed item plain and simple. It is easily detected as evil and it is a choice a character makes. Here is the quote from the scenario, "PCs can tell it's evil on even a cursory examination." If a PC was being tricked into utilizing this item without foreknowledge that it is cursed and evil, I may tend to see things a bit differently.

I had three characters reject it and two accept it when I was Gming this yesterday. If someone doesn't hold true to their character and adhere to their alignment so they can get one cool feat, then that is on the payer, not the cursed item or the scenario.

There is not much to misunderstand here. The BBEG is evil. He has an evil item. A PC has a choice whether to accept it or not after knowing for a fact the item is evil. Please stop with the hyperbole. It is getting very old at this point.

By the way, we are moving the Society more towards good aligned than neutral so your statement that it is an active effort to reduce good is even more absurd. It's about giving people a choice that matters, and whether they choose to do the right thing or willingly corrupt their character towards evil so they can get a cool reward.

Paizo Employee Developer

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I'll also note that the evil aura the ioun stone emits is constant, only when first activating it does it affect a PC's alignment. In all cases in which recent scenarios have involved alignment shifts, the fact that the PC was doing an evil act was never hidden. So in this case, you could still be good (after paying for an atonement while being unable to remove the cursed item (or simply not choosing to remove it because you like the reward) and not have to keep paying for atonements.

Grand Lodge 4/5

Mark: So I can pay for an atonement, pay for the cursed ioun stone and then receive the feat without having my good alignment lost in the long term?

EDIT:
I just did a search and found the separate thread on this boon. I understand how this item interacts with atonement now.

My personal opinion is that willingly accepting an evil item for a permanent new feat then using atonement to get around the 'moral predicament' the item is supposed to pose is really cheesy. My character said no to the evil item and he's fine missing out on the bonus feat.

Paizo Employee Developer

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I never said there wouldn't be consequences down the road. ;-)

Dark Archive 5/5 *

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Mike Brock nails it on the head. I played this scenario with my paladin. I had a choice. I played my character, alignment and code. I simply refused it. Sure I could have accepted it and payed the 8pp atonement fee to get a free feat but I didn't cause I played my character.

Dark Archive 4/5

Good mod, I like the way that we are slowly selling our souls to the rune goddess, one piece at a time. Very well done gentlemen.

Grand Lodge 4/5 Pathfinder Society Campaign Coordinator

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Sin of Asmodeus wrote:

Good mod, I like the way that we are slowly selling our souls to the rune goddess, one piece at a time. Very well done gentlemen.

Oh, just wait. You haven't seen anything yet.

Sczarni 5/5 *

joe kirner wrote:

Mike Brock nails it on the head. I played this scenario with my paladin. I had a choice. I played my character, alignment and code. I simply refused it. Sure I could have accepted it and payed the 8pp atonement fee to get a free feat but I didn't cause I played my character.

I played it recently as well. Life Oracle who is a devotee of Sarenrae. She took one of the stones and turned it over to the church so they could figure out a way to combat such powerful evil items! She has refused all the evil boons so far this season despite the fact they would bump her power level up significantly and help protect her allies... Keep up the good work!

The Exchange 2/5

Michael Brock wrote:
Sin of Asmodeus wrote:

Good mod, I like the way that we are slowly selling our souls to the rune goddess, one piece at a time. Very well done gentlemen.

Oh, just wait. You haven't seen anything yet.

Just don't use any more shinies! I can't resist them, even if they ARE evil... or so that paladin over there keeps telling me. Most boring breakfast conversation ever.

Shadow Lodge 4/5

My Life Oracle is going the Gregor Eisenhorn route and using the powers of evil to fight evil...especially after this scenario where he got smeared to -61 hit points because of accidentally pulling all the encounters at once, lifelink, multiple Shield Others and acid eruption.

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