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Volshyenek Ornelos

AxeMurder0's page

RPG Superstar 2013 Star Voter, 2014 Dedicated Voter. Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStar Venture-Captain, California—San Francisco. 186 posts (6,616 including aliases). 25 reviews. No lists. No wishlists. 18 Pathfinder Society characters. 23 aliases.


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**** Venture-Captain, California—San Francisco aka AxeMurder0

You can teach 1 trick per session, per rank in handle animal... Source

Pathfinder Card Game Subscriber
Nicolbolas Cage wrote:
Taja the Barbarian wrote:

Looks like it requires worship of Gorum, per Archives of Nethys.
Sold. If that's the only requirement then I'll pencil that on the new character's sheet and be on my merry way. Thanks!

Well, it's PFS so you also need to own the book or pdf that anything you use comes from.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Interesting, I had a completely different experience with Encounters than Dragnmoon is describing.

One that was awful and made me not want to return.

It was advertised and being good for casual players with the ability to drop in/out at any time, and it wasn't.

It was like playing an AP 2 hours at a time, with an inconsistent group of PCs/GMs...

Heck, when I asked about playing Encounters only sometimes on the Wizards boards, a local told me that that style of play would mean "[I Am] just a waste of a player slot that maybe some else could use." Of course some other people came by for damage control later but I still feel like Wizard's claim that Encounters is a good stop by casual thing is false. It's the equivalent of an AP that you're only allowed to play in 2 hour chunks, at a game store sponsored event, in public, on Wednesdays.
I did have a much better time giving Expeditions a try at a Convention this weekedn though.

I'm super excited about Silverhex. I like the level 1 pregen rule for it. It and the Card Game are going to make our new player area at an upcoming convention awesome.

I'm glad you had a better experience with AL than I did and I'm sorry that Silverhex doesn't quiet do it for you, but I hope you appreciate a different perspective on Encounters style play.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Alright, finally going to bed. I'll see you guys bright and early at 10am

**** Venture-Captain, California—San Francisco aka AxeMurder0

I tend to go with something like:

"Hi, my name is Robert Hetherington, although a lot of people know me as Pirate Rob and I'll be your GM today.

I know way too much about the rules for my own good but I still make plenty of mistakes. If you think I've done something wrong or are just curious about a bit of rules feel free to ask. Sometimes the answer is going to be, we're going to call it DC 15 and not worry about it, but if something is important to you I'm happy to take the time to get it right.

Now, if you would introduce both yourself and your character, that would make me happy."

After players to introductions I put a stack of index cards in the center of the table along with a sample initiative card.

"Now, if I could get everybody to fill out initiative cards for me. Unlike most people I like mine vertical. Just Name, Initiative Bonus and Other Notes (Sometimes I will ask for other stuff, depending on the scenario). Now Other Notes is things that are useful for me when I'm describing rooms, like you can only see 30ft or have tremorsense or get a free check against traps within 10 ft... That way when I inevitably forget, it'll clearly be my fault and I can make it right. (If I see somebody looking puzzled...) Not every character will have anything like that so it's okay to leave that part blank if you don't have any special vision stuff."

Inevitably people put random crap in other notes, that's okay though, I think Chris Mortika once wrote about his Hell Knight liking long walks on the beach.

Sometimes I will do initiative cards first before introductions if I'm ready to go early and have some players that are as well. I try to avoid having some people work on initiative cards while others are introducing.

Pathfinder Card Game Subscriber

Pathfinder Society organized play has no special rules regarding personal potions. The rule is the same as in the Core Rule Book.

You are much more likely to get a helpful and correct answer from the Rules Forum

**** Venture-Captain, California—San Francisco aka AxeMurder0

I've got a family dinner tonight, so unfortunately I don't get to make the drive to Fresno till tomorrow morning.

My Zapp Con Schedule

10-12 ACG
1-3 ACG
3-8 GM Legacy of the Stone Lords

10-12 Play Defiance in Phlan
1-3 Play The Silverhex Chronicles
3-7 Play Shadow on the Moonsea

**** Venture-Captain, California—San Francisco aka AxeMurder0

Erik Mona wrote:
Robert Hetherington wrote:

I explained the faction mission stuff to them. The Cheliax faction mission was cool enough that the players loved it. The characters were not especially loyal to Cheliax and were somewhat horrified at what they had done but the players loved it.


At first they were excited that the Devil broke the guillotine for them. Then a bit horrified as it sucked in all the escaping souls growing in stature as the screams of the damned faded into its belly.

They had a moment of relief when it attacked the Judge instead of them but then when back to horrified when it said it had business at the lodge and teleported away.

**** Venture-Captain, California—San Francisco aka AxeMurder0

I love when people add awesome stuff to the GM Shared Prep.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Dorothy Lindman wrote:
René P wrote:
Player admits to reading the scenario before sitting down to play it. Cool or not cool?

Why did he bring it up? What was the point of letting you know?

The replay rules require you to inform your GM if you're replaying because "Some GMs may not be comfortable running an adventure for players who have foreknowledge of what is to come."

If you happen to have foreknowledge for other reasons, such as having read the adventure, or GMed it previously, read through a GM thread with spoilers in it, are the author of the scenario, helped develop it, etc.

It makes sense to tell your GM, hopefully common sense, courtesy and respect were the reasons in this particular case.


If you have a player that's disruptive, talk with your event coordinator and don't be afraid to ask them to leave.

OP Guide pg 19: "GMs should work with their event coordinators to resolve any out of-game conflicts. If you are both the GM and the coordinator, use your own discretion. Extreme or repetitive cases should be resolved by asking the offender to leave the table."

**** Venture-Captain, California—San Francisco aka AxeMurder0

1-38 No Plunder, No Pay is Adril.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Reporting player info for silverhex is not required. (and can be unreasonably complicated)

**** Venture-Captain, California—San Francisco aka AxeMurder0

Hmmm, I think I got my threads slightly confused, it sounded to me like you had swapped to talking about the Bones Oracle thing.

I think it's clear that animate dead takes whatever corpse you have handy and applies the zombie/skeleton template.

The only controversy here is can you apply things like the fast or bloody template as well?

That I'm less sure on. The few times I've cast animate dead I've avoided that issue by not trying to add any of the extra templates.

**** Venture-Captain, California—San Francisco aka AxeMurder0

The Fourth Horseman wrote:

Well, I'm not sure whether or not the fast zombies and bloody skeletons would be legal, but with the combat pet limitation, I can't agree that you can't raise higher HD monsters with the skeletal / zombie template.

Until I see otherwise from leadership, that's how I'm going: zombie ogres and skeletal dragons.

(Puts on his yahoo hat)

So, I am of the opinion that the ability is unclear and that there are two reasonable ways to rule the Bones Oracle Raise the Dead.

1: You take the human skeleton/zombie and add HD to it via the advancement rules to get to the correct HD

2: You take any appropriate HD creature and apply the zombie/skeleton template to that.

I'm a little wary of option #2 because of the potential for abuse stemming from a high CR low HD option yet to be published in a future book.

There is also the question of what creatures are legal to choose from?

The Core assumption doesn't include the bestiary, so lets look at additional resources.

Pathfinder Roleplaying Game: Bestiary:

Animal Companions: ankylosaurus, aurochs, brachiosaurus, dire bat, dire rat, dolphin, elasmosaurus, electric eel, elephant/mastodon, frog, goblin dog, hyena, monitor lizard, moray eel, octopus, orca, pteranodon, rhinoceros, roc, squid, stegosaurus, triceratops, and tyrannosaurus; Familiars: all familiars listed on pages 131-133; Feats: none of the feats are legal for play for PCs, animal companions, or familiars unless specifically granted by another legal source; Other: all creatures in this book are legal for polymorph effects (including a druid's wild shape ability) within the boundaries of each spell or ability's parameters.

No help there from the bestiary. So, assuming option number 2 still, what creatures can you summon with raise the dead? Anything from Bestiary 1? How about 2, 3, 4? What about the [REDACTED] from Bonekeep?

I think the ability is much cooler when you can summon something other than generic skele/zombies (even ones with appropriate #s oh HD) but I'm not sure that the rules support it.

Know that you're operating in a grey area, mention to your GM the potential issue at the beginning of the session and be prepared for the worst.

Also see John Compton's post on "how to handle badly written rules in Society."

**** Venture-Captain, California—San Francisco aka AxeMurder0

I'm running Eyes of the Ten right now.

I've got a table of 4 Dark Archive and we just completed part 1 last night.

I explained the faction mission stuff to them. The Cheliax faction mission was cool enough that the players loved it. The characters were not especially loyal to Cheliax and were somewhat horrified at what they had done but the players loved it.

What was a much bigger problem was that 3/4 players didn't know who Adril Hestram was.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Since this has turned into a what did people do with their ratfolk boon thread...

I made a Spell Specialist Ratfolk Arcanist from Vudra.

I'm going to be playing up and emphasizing the difference in his magic by taking unusual spells and changing them in way.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Chris Mortika wrote:

When modules were first sanctioned for PFS Organized Play, characters earned prestige for running errands for faction leaders. There were no faction missions in the modules, so -- by rights -- there shouldn't have been any prestige at all. The 4-PP award was something of a compromise.

Nowadays, characters earn prestige for completing the primary mission and by acting like Pathfinders: going the extra mile to rescue obscure lore, to cooperate with other field agents, and to put the Society in a good public facing. All of those goals might be accomplished during module play.

Is there any way that the prestige / fame mechanic could be updated, to be brought in line with the current campaign? "Get 3 XP for completing the mission. Get anywhere from 1 to 3 additional XP for completing these three tasks, which improve the Society."

That's a remarkably good idea, although I'm wary of solutions that require more dev time as module sanctioning has been very slow as of late.

**** Venture-Captain, California—San Francisco aka AxeMurder0

1 person marked this as a favorite.

I'm driving 3 hours to get there.

*Looks at title*

I'm a little crazy though.

**** Venture-Captain, California—San Francisco aka AxeMurder0

1 person marked this as a favorite.


First of all, I am pleased to Announce Josh McIllwain as the Bay Area's first Adventure Card Game Venture Lieutenant. We couldn't have a finer soul at the sails.

Secondly, I am pleased to announce PACG organized play at 2 BAPS locations, with more coming soon.

#1 Josh McIllwain @ Crazy Squirrel Games in Fresno will be hosting games on Monday nights at 6pm

#3 Pirate Captain Rob @ Endgame in Oakland will be hosting games on Monday nights at 5pm

Expect Warhorn pre-registration to be available "soon"™. Until then feel free to drop by.

Note that playing Organized Play for the Adventure Card game requires each player to have their own class deck. (I'll have my personal stash available to lend out to players for their first visit to EndGame) They retail for about $20 and come with 4 new characters and all the cards they need.

I look forward to getting more locations up and running soon.

-Pirate Captain Rob

**** Venture-Captain, California—San Francisco aka AxeMurder0

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The Fourth Horseman wrote:

Looks like a lot of fun. Did have one question though:

Seems like the gold to XP ratio is coming up a bit short here. Am I missing something? Is that intended?

Thanks for the clarification.

Assuming you play them all you get 1xp, 2pp and 500gp. Seems right for a level 1 only scenario. (Additionally you possibly get some other cool boons)

**** Venture-Captain, California—San Francisco aka AxeMurder0


**** Venture-Captain, California—San Francisco aka AxeMurder0

I love playing characters who aren't defined by their class.

My first PFS character is a Han Solo type mercenary siege engineer who's gotten tired of the indifference of the evil empire he worked for and started working for the small guys instead.

He's Fighter 2/Rogue 1/Ranger 3/Shadowdancer 5
(Needed Fighter for knowledge engineering)

I also have a lvl 11 Gnomish cleric who unfortunately still hasn't managed much of a personality, but with a strength of 5 and heavy armor he literally almost drowned after stepping into a 4ft deep mud pit. I think his personality has mostly become making snarky comments about everybody else and generally finding himself superior, which I don't think is really that fun to play with.

I have a lot of characters (6) and frequently ask the table what they are playing before I decide which of my characters to play., I would be delighted to hear a bit of description rather than class, class doesn't actually tell me that much.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Despite some annoyance on both sides of the issue (including myself) I think I've managed to figure out the issue, I at least would like an answer to.

Are the PFS rules for character risk vs rewards(etc) set rules or set maximums?

I think we all (99% at least) agree that you can't go over the listed rewards and reward extra. This leaves the question, can one arbitrarily award less? (I know the chronicles list max gold and it's possible to receive less then that and not find some items but that's not what I'm talking about here)

(There's also another interesting but likely inflammatory argument regarding if/when coordinators/gms should follow the rules and when they should break them, but that's a horse of a different color)

I would also like to thank everybody for remaining largely civil, especially after my initial posts riling everything up.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Figuring out the costing for named magical items is a can of worms, which special abilities are like a + and which are flat increase seems problematic to determine.

Not allowing a player to upgrade his chain shirt because he wrote down Mithral Shirt instead of Mithral Chain Shirt seems asinine. The Mithral Chain bothers me a little bit since it's different than the Mithral Chainmail but since it's nonmagical to start with figuring out costs for it is no more difficult then a non named item.

This yahoo's opinion of the solution:

Allowing full normal upgrading of non-magical named items and allow only gp (ie no +) upgrades for named magical items. (or for extra simplicity I wouldn't really object to not allowing modification of named magical items at all)

**** Venture-Captain, California—San Francisco aka AxeMurder0

Personally I like the consumable rules where you are required to buy things at the cleric/wizard price and don't get 750gp wands of lesser restoration. Personally I find this way simpler as I never remember what the minimum caster level for bard/paladin/ranger is for various spells.

As for the higher level consumables my preference would be to only have minimum caster level items available and to have frequent access to higher caster level items from chronicle sheets. I'm not sure that's going to happen and I'm not sure if I prefer the current situation or one where items are buyable at any caster level.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Don't forget a pen for signing those chronicle sheets.
Also you can save time at the end of the session by prefilling out info such as date and your PFS # etc on the chronicle sheets.

Sometimes mods (not sure about the intro ones) make figuring out monster stats a little tough, they'll be split between 3 pages or have you reference the bestiary. Especially if you're going to be running form the laptop I recommend a printout with the stat blocks of the different monsters so you can easily access their stats without having to flip too many pages.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Good luck fellow Pathfinders, and don't forget your wayfinders.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Nimon wrote:

I did not put up a spoiler tag, because that is not much of a spoiler. Faction missions pit players against eachother, hmmm ya that really ruined the mod for you didnt it. Guess can't play it now.

That wasn't really a spoiler, what I was hoping was that the thread would stay on the topic of what's ok for a GM to adjust, not what do you think of season 3's faction missions.

Towards that goal:

Here are some things I think the GM cannot do:

Mess with the rewards system, including XP, boons, gold & prestige. Players get what the mod says they earned, no matter how clever the player was in breaking into the vault of infinite cheese, it's all back to normal by the next mod.

Authorize players to use "GM approval required options". Sure it would be cool if the halfling could ride a dinosaur but if it's not listed as an option for PFS it's not usable, even with that other mounts at the GM's discretion clause. The GM for those purposes is Paizo, not the table judge, not the local organizer and not the VC.

Here are some things I think they GM can do:

Apply the +2 rule when somebody is being awesome.

Let players complete challenges in ways not foreseen by the mod.

Adjust the flavor to fit the table such as reflavoring the prostitute or I once ran a mod with some spider swarms and had a player literally freaked out, apparently they had a spider phobia, so I swapped the description to some other sort of swarm and everything was fine.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Dragnmoon, I find your posts here super hostile, I'm sorry I ran over your dog.

I have read the description for this forum and just because some threads may contain spoilers doesn't mean that all threads should contain spoilers.

I'm very curious as to people's opinions on the original question:

What rules/regulations does the GM have any say in changing or adjusting in PFS?

So please let me participate in a discussion on that subject instead of telling me to go away because I politely asked for this particular thread to be spoiler free.

**** Venture-Captain, California—San Francisco aka AxeMurder0

There's an old post from the campaign administration that said you can get a composite bow but you don't get any str added on to that. I don't have a link handy at the moment.

Also doesn't PFS restrict guns to gunslingers?

**** Venture-Captain, California—San Francisco aka AxeMurder0

Thraxital wrote:
Thanks, what do you think of season 3 so far? I have to say Frostfur captives caused a lot of issues between the players, almost on the verge of breaking the no PVP rule. The faction missions seem to be geared to pitting the players against each other in that MOD more then most I have played in the past.

This yahoo would appreciate if this thread stayed spoiler free.

**** Venture-Captain, California—San Francisco aka AxeMurder0

I ran out for awhile after but took a break and time worked out the problem for me. If I run out again can I complain to Baird?

**** Venture-Captain, California—San Francisco aka AxeMurder0

I must have been imagining that.
I did find these tidbits from Frost though:

For the sake of riding, however, I'd say that to be a "suitable mount for riding" (as loosely defined in the Ride skill) the mount generally has to be a quadruped one size category or more larger than your character. It would be pretty silly if your medium-sized human paladin rode a medium-sized boar, for example. :-)

He takes a -5 on all Ride checks since a boar isn't a suitable mount for a dwarf (it's the same size category). ociety/general/paladinMountOptions&page=1&source=search#13

**** Venture-Captain, California—San Francisco aka AxeMurder0

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Isn't the medium donkey listed as a mount for the medium dwarf?

**** Venture-Captain, California—San Francisco aka AxeMurder0

What follows is purely my opinion:

One of the easiest ways to turn a player off of a new organized play system is to kill them in their first adventure. While this is part2 the death rate for this series should be aprox. 0%

Imagine running this for 4 players who've never played D&D before and are muddling through the whole thing. There is no way a mechanically challenging encounter is going to be balanced for them as well as 6 optimized sick nerd killers.

In general I wish the challenge level was a tad bit higher in PFS but I'm glad this series is easy.

**** Venture-Captain, California—San Francisco aka AxeMurder0

It's too bad that this table didn't work out. Here are some thoughts from this yahoo:

Playing games is about having fun, if you think you won't have fun at a given PFS table get up and walk away, go do something else, in the short run it might offend people but I'd much rather have a player tell me they weren't having fun and leave my table then slog through it and not have fune.

Re-skinning has been labeled as a no-no repeatedly for PFS, in some ways this is good and in some ways this is bad. Not allowing a player their magic bacon making machine bad, having a player re-flavour their swords into lightsabers I'm not so excited about.

The problem is there's no good way to make a rule that allows pleasant reflavouring without allowing unpleasant reflavouring.

At the moment the rule says no reflavouring and I'm a very strong proponent of: if you're playing in an organized campaign you must follow the rules.

Msybe we should change the rules, maybe PFS would overall be more fun with extra pigs? I'm not sure.

P.S. I hinted at this earlier but the civility here very much impresses me.

**** Venture-Captain, California—San Francisco aka AxeMurder0

There we go.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Since I'm in Iowa now this should be pretty easy to make. I'm probably interesting in judging 1-2 slots and playing the rest.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Yup I'm logged in. Here's a Screen Shot

No Sign Up button :(

**** Venture-Captain, California—San Francisco aka AxeMurder0

Well I see a bunch of other people signed up... There is still no signup button for me :(

**** Venture-Captain, California—San Francisco aka AxeMurder0

Well August is up on the fellowship site and Todd finally emailed me back. Of course the fellowship Warhorn is still locked but I'm sure that'll work its self out eventually.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Yup I've got that, thanks.
btw: you're top of the list.

**** Venture-Captain, California—San Francisco aka AxeMurder0

So I've finally found my way to Iowa and I've found Warhorn for IGA in Des Moines and Fellowship of the Blade in Iowa City and I'm signed up for the IGA yahoo group. Fellowship of the Blade seems to have a facebook page but there doesn't really seem to be any action there.

Anything else I bookmark/signup for?

Also currently I'm signed up to play at IGA on the 20th of August which should in theory be the same say Fellowship has their day. However I can't find any info about what Fellowship is running in August...

Looking forward to passing on hearts and bunnies from previous local yahoo Painlord to specified new local yahoos.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Dead. They can pay to get raised if they can get together the moeny which the party probably can including their rewards for the scenario.

Stupidity + Bad Luck = Death, don't be nice and sugar coat it.

**** Venture-Captain, California—San Francisco aka AxeMurder0

Step 1: Run a fun table.
Step 2: Try to follow the rules when appropriate.

(Organized play step 0: do not mess with xp/wealth progression etc)

**** Venture-Captain, California—San Francisco aka AxeMurder0

Nothing. It's talking about requirements such as Daivrat - The character must have had peaceful contact with a true genie (djinni, efreeti, marid, or shaitan).

All of the Dragon Disciple requirements are purely mechanical.

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Pathfinder Card Game Subscriber

Conan in 3.5 levels 1-25 with each tied into a specific story.

**** Venture-Captain, California—San Francisco aka AxeMurder0

I've had one of these wands for a long time on my Asmodeus worshiping Wizard (Inner Sea World Guide seems to have dropped the worship requirement) and I've always described it as:
A Severed Demon's Claw, dripping with blood. It's quite popular among the Chaotic Neutral types but strangely enough every paladin I've encountered with that character has refused to let him use it on them.

**** Venture-Captain, California—San Francisco aka AxeMurder0

All we need to do is make belonging to a faction a capital crime and allow PvP and we can play Paranoia-Pathfinder instead. :Þ

Sarta wrote:

If seen as such, one realizes what they have to do:

1. Survive.
2. Attempt to complete the Pathfinder Society's tasks.
3. Attempt to complete your secret society's mission.
4. Pin the blame for failure on your teammates.

It's just a pity that prestige and other rewards aren't meted out after a debriefing.

**** Venture-Captain, California—San Francisco aka AxeMurder0

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I would like to strongly note my objection to changing the rules with a forum post that declares the change to be a clarification.

Mark Moreland wrote:

Armor spikes are treated as light weapons for the purpose of threatening adjacent squares. Light weapons require the use of limbs, so you would only be able to make attacks with them if you have a free hand. Thus, wielding a two-handed reach weapon would negate your ability to "wield" (and thus threaten with) armor spikes. This isn't necessarily clear in the rules, but I just discussed it with Jason, and we're both on the same page about the intent.

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