Just wanted to say hi, give everybody a chance to check in and mention some basics.
We'll be playing The Confirmation which is a brand new 1-2 PFS scenario. (It is replayable by level 1 characters)
We'll be playing rather quickly, multiple posts per day on most weekdays, starting on Monday December 2nd. (Meaning I would like characters done and ready to go by the end of the weekend)
If things go well I will likely run another game afterwards, either another table of The Confirmation, or something like Thornkeep pt1 which is also replayable by level 1 characters.
I would appreciate character sheets that are easy for me to access (either in profile, or a link) additionally basic info such as HP AC Saves Init Perception visible on the posts.
PS. Thanks to Oladon for putting the group together.
So as a good PFS citizen whenever my lowest level character hits 3 I make a new character so I have somebody to play in case I end up at a level 1-2 table.
I've been trying to make a new character for bit here now and haven't quite felt inspired by anything enough to make it. So I thought I'd turn to the advice forum for advice.
Here's a quick run-down of my existing characters (including presumed level gains from ongoing pbps for a few):
1 - Lvl 14 Human Ranger/ShadowDancer (Siege Engineer)
2 - Lvl 14 Gnome Pure Casting Cleric of Sarenrae
3 - Lvl 12 Melee Druid + Companion
4 - Lvl 7 Ranger/Barbarian/Living Monolith + AxeBeak (Athlete)
5 - Lvl 9 Elven Wizard (Evoker, good variety in spells though)
6 - Lvl 16 Farak, the Most Powerful Mage in All Absalom (Pathfinder Delver)
7 - Lvl 7 Hippie Tiefling Alchemist
8 - Lvl 7 Nagaji Battle Oracle (Claims to be a paladin)
9 - Lvl 5 Half Bearded Devil Rime Touch Attack Sorcerer
10 - Lvl 4 Aasimar Theurge (Wizard/Cleric Transmutation Sin Magic/Abadar)
11 - Lvl 3 Gnomish Monk (Going for Champion of Irori)
I would like something both mechanically sound and interesting to play. (I don't need or want optimized DPR type stuff but I do like to contribute to party success, both in combat and outside of it. I would also like to play something a bit different than my previous characters. Any thoughts would be appreciated. I also included a list of relevant boons I have available.
Possible Boons of Note:
Ifrit, Dhampir, Extra Trait, Kitsuni/Nagaji/Wayang, Expedition Manager (Trade Prestige for Items, Custom Order (Buy ammo in smaller lots) & PaizoCon 2013 (Trait from pg 30-31 Varisia, Birthplace of Legends)
When casting a cylinder-shaped spell, you select the spell's point of origin. This point is the center of a horizontal circle, and the spell shoots down from the circle, filling a cylinder. A cylinder-shaped spell ignores any obstructions within its area.
A burst, cone, cylinder, or emanation spell affects only an area, creature, or object to which it has line of effect from its origin (a spherical burst's center point, a cone-shaped burst's starting point, a cylinder's circle, or an emanation's point of origin).
I think this means that you draw the circle, ignoring obstructions. Then you draw line of effect down from the circle. Meaning that vertical walls are of no help against cylinders but that horizontal walls at a lower elevation than the circle will block a cylinder.
Am I right, wrong? Maybe hit the FAQ button.
I thought I'd share my PFS Gamehole Con Schedule and see if I could find out ahead of time who my victims for Bonekeep and Waking Rune are ahead of time and maybe even premuster a table for Bonekeep 2.
Friday 1:30-6:30 Play Port Godless
So I've been doing some math on the alternate favored class for Aasimar bards:
Bard Choose one bardic performance; treat the bard as +1/2 level higher when determining the effects of that performance.
Assuming the only thing I care about increasing with this is inspire courage I think the following is the most efficient use:
Level 3-4 take the alternate bonus, grabbing courage +2 at level 4.
Continue to take the alternate bonus levels 5-8, for a total of 3 levels higher which qualifies for +3 Courage.
Continue with the alternate bonus for levels 9-12, for a total of 5 extra levels qualifying for +4 at level 12.
Meaning that I've taken the bonus from levels 3-12 and gotten
Is there a better way to do this? Basically I'm looking for a double check on my math.
Venture-Captain Sheila Heidmarch is waiting quietly in her rather crowded study. At the far end of the room stands Venture-Captain Ambrus Valsin alongside a masked figure whose features are concealed by a dark robe and heavy cowl.
Half a dozen other Pathfinder agents line the walls and face outward, concentrating on various spells that no doubt ward the room against eavesdroppers. Sheila motions to a small sideboard bearing refreshments before leaning over a small table laden with Thassilonian relics.
Ambrus Valsin steps forward and says,
The hooded figure behind the Venture-Captain nods in silent agreement and then gestures for Valsin to continue.
“Over the past year, we’ve received increasingly concerning reports from this region that the Lissalans have plans in motion to revive Krune, the Runelord of Sloth and one of the most powerful wizards of ancient Thassilon. We have set our own plans in motion to keep him in check if the Lissalans succeed, but Sheila Heidmarch has an ambitious plan regarding this threat.”
He nods and stepsback to cede the briefing to his colleague.
Sheila takes over, adding,
She then motions to the other relics on the table.
Once you are ready, I will show you how to use the refuge tokens. Do you have any questions?”
Items on the table:
If a PC has access to one or more of the following Thassilonian relics from past Chronicle sheet, she may make use of them for free during this scenario only:
Replica dragon tooth longspear (stage I)
If the PC already possesses one of these items, she cannot acquire a second copy in this way. These items are part of the character’s story, and it’s fitting that they be available for the season’s finale.
Greetings fellow Pathfinders I've been trying to get in touch with Omaha VC Mike Linder in regards to helping GM for NukeCon in ~2weeks now. I have not been able to get a hold of him either via email or Paizo PM.
If anybody knows alternative ways of contacting him and could point him in my direction (or if somebody else is organizing PFS at Nuke Con, send them my way instead)
Starting early next month is the first official PbP game "day", where a bunch of groups are starting PFS PbPs at the same time, there will be boons given out, and all sorts of fun things.
I will be running #4-26 The Waking Rune
After a year of searching and risking life and limb, the agents of the Pathfinder Society have discovered the resting place of the Runelord of Sloth, who has been sequestered from the world at large for 10,000 years awaiting the proper time for his return. Thanks to the efforts of the sinister cult of Lissala, that time is now. In a desperate attempt to defeat this ancient evil once and for all, the Decemvirate sends its best agents, armed with relics found throughout ancient Thassilon, to foil the cult's last-ditch efforts to usher in a new era of tyranny and strife. Will the party succeed in preventing Krune's return to Golarion, or will the Pathfinder Society serve simply as a speed-bump in the runelord's path to domination over the entire region?
To play you must sign up using Warhorn. After which, cheking in here before hand so we can get started ASAP would be appreciated.
I am a 3star PFS GM who's run a few pbps and played in close to 10. In addition to my ~65 slots GMed I have also played in about 150 total. I'm from the Bay Area but am currently living in Iowa
What I expect from you:
You should have a PFS character level 7-11 with a character sheet that's easy for me to access. (Pregens are legal, however due to the above average difficulty of this scenario I would not recommend their use.) On most weekdays you should be posting at least once a day most days. While I understand that real life happens I would very much appreciate the courtesy of a quick note if you're going to be unavailable.
What you should expect from me:
My occupation is currently homemaker so i have lots of free time during the day to post multiple times. I will be gone numerous weekends + Fridays as I travel around to various cons, but will keep you informed as to my schedule.
I am an experienced GM who has run this scenario multiple times and has spent close to 10 hours preparing it. That said, I will still make mistakes. If you do notice anything you think is wrong or even questionable please feel free to bring it up in discussion.
I will do my best to keep the game moving quickly and to be as fun as possible. I will not softball the challenges, nor will I increase their difficulty, be prepared to live or die by your own skill and the roll of the dice.
As always if you have any questions please feel free to ask.
Welcome. Go ahead and roll a d6 for every point of icon relationship you have.
You're looking for 6s which give you tangible benefits, while I'm hoping for 5s which give you benefits but come with complications.
Also, tell me a little bit about what your character has been up to recently, just a couple sentences will do.
Finally if you could describe something you know about the Golden Serpent Inn in the capital city.
In 13th Age player input plays into a lot of the details. This is an example and a chance for you as a player to help describe the world. Please don't contradict what anybody else has posted but other than that feel free to describe it however you want and I'll fill in some missing details when i start describing things.
Some suggestions: what kind of patrons, food, fancyness, entertainment, etc.
Greetings once again. I'm hoping for at least a 4th but I think I convinced David Wickham to join us, meaning we'll have at least 3.
You are all of course welcome to make your own characters or use one of the pregens provided.
I know Keven was working on a Tiefling Paladin and I think David was talking about a fighter.
Even if a pregen is selected there's still some customization needed and rather than just do these things in a void, I would like to have some discussion, hopefully we can work together to make all the characters as awesome as possible.
Acrobat, alchemist, animal trainer, architect, aristocratic noble, assassin, Cathedral servitor, chef, conwoman, dinosaur hunter, goblin exterminator, hunted outlaw, knight errant, Legionnaire of the 17th [Legion], magecraft, priest, refugee, scout, shepherd, soldier, spy, temple acolyte, thief, torturer, transformed animal, traveling martial arts pupil, tribal healer, tunnel scout, wandering minstrel, warrior poet
2: Icon Relationships
You get 3 points of relationship with them. Your relationship can be positive, conflicted or negative. (You could put all 3 points into a relationship with 1 icon, or spread them out further if you desire)
This is one of your chances to help shape the story. Do you want to strike down foul undead? Take the Necromancer as a negative relationship. etc.
The Archmage has preserved the Empire for centuries and created astonishing new lands. He has also threatened the fabric of reality with experiments you’d have to be brilliant or hugely arrogant to attempt.
The Crusader is the armored fist of the Dark Gods. So long as followers of the gods of light stay the hell out of his way, the Crusader turns his wrath against the demons that would destroy the world his own gods want to rule. Follow the Crusader if you must win at any cost.
The Diabolist controls fiends and tampers with forces even the Archmage avoids. She likes her victims screaming and her chaos pure while claiming that the demons she summons would otherwise overwhelm the Great Gold Wyrm who seals the Abyss. There are two differences between her and her demons: First, she likes keeping destruction personal rather than universal. Second, she’s capable of kindness, so long as it comes as a great surprise.
The Dwarf King is lord of Forge, the dwarves’ new homeland beneath the mountains. He’d love to reclaim the dwarven Underhome lost to war against the dark elves and the creatures of the deeps. But now that the Empire is stumbling, the dwarves find themselves manning the mountain walls that shield the Empire from the orcs and monsters of the north.
The Elf Queen rules the Court of Stars, the one place where wood elves, dark elves, and high elves come together as peers and allies instead of as rivals or enemies. Honed by centuries of experience, the Queen’s innate magic at least equals the Archmage’s spells.
The Emperor rules the world’s greatest human kingdom, known as the Dragon Empire for the mounts of its mightiest warriors. All the signs suggest that the age is turning, but will the Empire fall or shift to a new balance?
The Great Gold Wyrm is the world’s protector and the inspiration for holy orders of paladins and independent heroes. Although the Gold Wyrm’s physical form seals the gap that prevents the Abyss from erupting into the world, its dreams and the agents it employs still move through the world, helping those who will fight and even die for what’s right.
The High Druid is the champion of the resurgent Wild, and the spiritual and magical leader of spirits of nature and the elements that were chained by the Empire but are now working themselves free. She might be the great force that shakes the Empire to pieces or the hero who destroys the destroyers and points to a new way to live.
The Lich King is the lord of the undead, a fallen tyrant who intends to conquer the Dragon Empire and restore his ancient kingdom. He’s not entirely insane and mostly understands that ruling a kingdom is not the same as destroying it.
The Orc Lord is a figure of legend. The last time he walked the land the Lich King fell, in part because of the Orc Lord’s attack. Who will fall before his hordes this time? Who won’t?
The Priestess hears all the Gods of Light and speaks for those who please her. She is part oracle, part mystic, and part metaphysical engineer, since she created the Cathedral, an ever-expanding temple with rooms or entire wings for each of the faiths she favors.
The Prince of Shadows is part thief, part trickster, and part assassin. To some he is a hero; to others a villain. He has squandered the riches of the dwarves, murdered the hopes of a dragon, and plundered the dreams of a god. His exploits have changed the world, but none can tell you his ultimate goals or motives.
The Three were among the first dragons to walk the world. The Red is a living engine of destruction. The Blue is a sorceress, perhaps even the original mother of all sorcery. The Black is queen of shadows and assassins. Unlike the Great Gold Wyrm, who must fight alone, the Three have learned to join forces.
3: One Unique Thing
The moment when all the players sit down together with the GM to create their characters’ one unique thing is often the moment when a campaign comes to life. The intent is not to create a new ability or power that will help you in combat; your character class already comes loaded with firepower and combat moves. The intent is to hint at a unique story that you and the GM will take advantage of and learn more about in the course of the campaign. Good one unique things (“uniques”) frequently provide clues to how your character engages with the people, places, and things of the game world. Sometimes good uniques drip with obvious story hooks for you and the GM. Other times they’re a promise of a mystery to be unfolded later.
• “I am a deathless pirate whose soul is trapped in a
gem controlled by the Blue dragon.”
• “I am one of a couple dozen surviving members of
the Order of the Koru, a group of rangers who move
through the Empire on or beside the Koru behemoths.”
• “I am the bastard son of the Emperor.”
• “I am the oldest elf in the world.”
• “I cut off my own arm to show how tough I am.”
• “I hear pain as music. Sweet, sweet music.”
• “A paladin of the Crusader cut off my arm where I
was holding a demon-bow . . . and in doing so, cut all
the evil out of me, so that I am now a paragon of the
path of the Great Gold Wyrm.”
• “I am a dwarf who was born covered in scales from
the egg of a dragon.”
• “I am a former cultist.”
• “I am the reincarnation of an ancient icon. I don’t
know which one yet.”
• “I am the three-time winner of the dwarven drinking
• “I was the rudest lady-in-waiting of the Imperial Court.”
I am looking for 4-6 players to play the Organized Play mini campaign for 13th Age.
While it is a d20 game it has some significant differences from the 3.5 family (including mugging various indie games for their cool storytelling mechanics). Having/knowing the 13th Age rules is not required but I would like players who are at least familiar with the basics of d20.
The first Organized Play series,Crown of the Lich King, starts on August 3rd, 2013 and contains six linked adventures designed to take place over six weeks. (Obviously we are not going to be on the weekly schedule but i have all 6 adventures and would like to run through the whole set)
My occupation is currently homemaker so I have lots of free time during the day and am looking for players who can post multiple times during the week (I will quite frequently be busy weekends) to move things along quickly and to encourage interaction and collaboration.
If you've got the 13th Age rules and want to make your own character using the default point buy go for it. Otherwise you can find the official pregens here or additional pregens I made, here. Creating a character does not need to be done as part of recruitment, in fact the characters need some customization and that will best be done once a group is selected.
So if you're interested, please make a post sharing your forums habits and familarity with 13th Age.
Hopefully recruitment will be short (just a day or two) since characters do not need to be created before hand.
Also I'm sure I've left out some important details so feel free to ask questions as well.
So, it's time again for a new character and I decided to build a wizard using the new option opened up from the Waking Rune.
Draft of background:
Character is an Aasimar and predates the Runelords. In the time of Emperor Xin he was a wealth(greed/transmutation) mage and priest of Abadar.
With the rise of the Runelords he was captured and tortured by Karzoug, Runelord of Greed, as part of Karzoug's corruption of wealth into greed.
At some point he ended up with Krune, and was entombed in Krune's hideout for 10,000 years until recently rescued by the Pathfinder Society.
Character will be an Aasimar Greed Wizard.
Aasimar helps dodge the pure-blooded Azlanti ethnicity which is not usable and helps reinforce the character's position as an ancient force of good taken out of his time.
Does this make any sense? Should I give my character an even more awesome background and make him Xin's high priest of Abadar, his power drained away by the Runelords.?
So I'm trying to figure out how the Sorcerer's Robe interacts with bloodline powers with saves on them or just damage based powers.
Example: Accursed Bloodline:
Horrific Visage (Su): At 1st level, you can draw upon your hag ancestor to cause one target to perceive you as having a horrifying appearance. As a standard action, you can force one target within 30 feet to make a Will save (DC 10 + 1/2 your sorcerer level + your Charisma modifier) or be shaken for 1 round for every 2 sorcerer levels you possess (minimum 1 round). This is a mind-affecting, fear-based ability. This fear does not stack with other fear effects. You may use this ability a number of times per day equal to 3 + your Charisma modifier.
There are several situations and this is how I think they may work, but I'm not sure:
Swift activate robe, standard cast magic missile. If I have a damage based bloodline power they take full damage, regardless of range and without making an attack roll.
Swift activate robe, standard cast magic missile. If I have a save based bloodline power they roll a save against it.
Swift activate robe, standard cast burning hands. If I have a damage based bloodline power and they make their save I do half damage, regardless of range and without making an attack roll. If they fail their save they take full damage from both spell and bloodline.
Swift activate robe, standard cast burning hands. If I have a save based bloodline power and they make their save nothing extra happens. If they fail their save they now get a new save against my bloodline power.
Is this right? Also isn't this really good with say magic missile and the fey bloodline power that comes with no save?
Hi PaizoCon attendees.
I am in possession of 2 Bonekeep maps, and since I'm not GMing Bonekeep at PaizoCon I had no intention of packing either, but if anybody running Bonekeep wants either a full poster map or ~9 jigsaw Gaming Paper pieces to use for their Bonekeep table please let me know.
I'm happy to lend them both out for any and all slots, just please let me know before tomorrow morning so I can pack appropriately.
Hi there, I've got some questions about CR and number of critters in encounter C5.
The heading for the encounter says CR 9 or CR 12 yet the subtier headings are listed as CR 8 and CR 11.
That doesn't really cause any problems but I thought I'd mention it.
My real question is for the subtier 8-9 encounter: how many of the CR6s should there be?
My basic CR math tells me that there should be 3 to get to CR 11, but that 2 would also work for an encounter on the low end of 11. Just wanted to make sure to use the right number.
I just wanted to give a quick shout out and big thanks to Andi Brandt and Dennis Baker for putting together an awesome table of Way of the Kirin for me.
Dennis Baker did an awesome job GMing, and as usual Andi Brandt put in the extra effort to make me feel welcome, and like it's worth the drive out there.
Also: extra special thanks to Char for not only sitting out so we wouldn't have 7 but also getting me food since I would have otherwise missed dinner due to traffic being particularly horrible. (74 miles took me just under 2.5 hours)
PS. The players were all amazing too. They were on the ball, they participated, paid attention and acted quickly.
I could not have asked for more.
It was only a month ago when Venture Captain Drandle Drenge awoke you in the middle of the night and summoned you to his office.
*cue flashback music*
Drandle Drenge's office is a complete mess; unruly piles of paperwork lie everywhere, and it appears that somebody has ransacked his desk.
Drenge stares in your general direction, his eyes clouded by thick cataracts. He seems oblivious to the odd hour and lights a pipe and begins speaking in a slow southern drawl once you're all in his office.
"Well Pathfinders..." as he stops to take a puff from his pipe "fortune is with us today. I've got a mission fer ya that doesn't involve Varisia. Instead we'll be sendin' y'all to the River Kingdoms, to a little town called Thornkeep. Now you won't be spendin' much time in town for what we're really interested in is a scryin' pool in the 'Halls Under the Hill'."
Drenge stops speaking for a moment as he takes another puff from his pipe and pushes a stack of papers off his desk before picking one up, seemingly at random and continuing.
"Y'all are extra fortunate, as we have reliable intel on the danger's y'all gonna be facin'. The scryin pool is guarded by..."
Drenge takes a moment to review the sheet of paper in his hand.
"...a door. Not just any door, but a magic door. Now here's what I want y'all to do:"
"Go to the Halls Under the Hill, secure the area between the entrance and the scryin' pool and figure how to get that door open. Y'all got it?"
Alright, welcome aboard everybody. This section is for OOC discussion etc. I'm going to be going over the characters in the next few days and at least briefly make sure they follow the rules.
Hopefully we can get the characters and their shopping sorted out by Monday or Tuesday and get started in earnest then.
As a note you'll have time to shop after being briefed in Absalom before traveling to Thornkeep, but poor Drandle Drenge doesn't have any useful intelligence for you, so relying on the information from the adventure blurb is pretty much all you'd get.
Also a brief into of yourself would be appreciated.
Hi I'm Robert, I'm currently in Iowa and expecting to graduate in May but consider California my home. I play/judge way too much PFS for my own good and should reach my 3rd star by the end of the year. It makes a nice break between applying for jobs.
Greetings! My name is Robert and I'm a PFS addict.
I'm currently looking for 4-6 people with level 1-2 PFS characters to play the Accursed Halls. As a note we will only be running the Halls and not Thornkeep or the surrounding area.
While I would prefer players whom are unfamiliar with the details of the Accursed Halls, knowing such is not a deal breaker, just please make it clear how much you know.
Warning: There are some particularly lethal challenges for level 1 characters, so apply at your own risk.
Once I pick a team and check stats, I'll start the scenario within a week or so, with text here on the Paizo boards, and simple maps through Google Docs. I am hoping to be done before my trip to China on March 15th. To accomplish this, I'm expecting people to be able to post daily during the work week. (More frequently is welcome, of course.)
So, what am I asking you to do here?
1) Introduce your character -- if you have one -- or your intended concept. While I do not need a full stat block yet, I will need one before the start of the game.
2) Tell me how much you know about Thornkeep.
This recruitment is not first-come, first-serve. In few days, I'll draw straws, looking to build a well-balanced party. I'll let you know now that I'm likely to be capricious, and I'll apologize in advance to those who won't make the cut.
I am, of course, happy to answer any questions.
Presenting an interactive fiction of a day in the life of a new Venture Captain.
I know this is a repeat for those of you who have been around long enough but I started working on it again so I thought I'd post the updated version. If you played it before, the page count has only increased by about 10% meaning there are not a lot of new choices.
If it's new to you: good luck and enjoy!
As before I'm happy to consider silly ideas from fellow Pathfinders regarding iconic situations etc.
"Additionally, a GM should have a physical copy of the Pathfinder RPG Bestiary"
I do not own a physical copy nor a pdf of the Bestiary.
(Some Straw Man / Some Serious Questions)
Should I stop GMing?
Should I ask if somebody has a copy of it when I sit down to run the table and refuse to continue until a copy arrives at the table?
Should I extort Todd Morgan and tell him I won't run any tables at his con unless he buy's me a Beastiary?
Should I just suck it up and buy a copy for $40?
Should I try and track down everybody at every slot I've run since that came into effect and ask if a physical Beastiary was at the table, and if the answer is no tell them to destroy their chronicle sheet as it was not a legal table?
Couple issues with Encounter C. THE UNDEAD CHARNEL HOUSE (CR 6 OR CR 9)
1) Ugh I hate being asked to apply a template myself.
2) High tier tactics for Marigana say "Use the tactics from Subtier 3–4." which have her casting Scare on the 3 most deadly PCs , Scare only targets characters below 6HD which is unlikely to be effective, although possible at subtier 6-7
3) Is the CR calculated right? 3x CR1 = 4 + a CR6 should be CR 7 right?
4) There's a note that: "her spell-like abilities’ and poison’s save DCs are reduced by 2 as a result of the young simple template."
The poison is definitely correct, but do her SLAs really use CON and not CHA?
5) There seems to be significant differences in applying the quick vs rebuild rules including AC, CMB/CMD/Will Save/SLA+Poison DC* (Maybe, see question 4)/damage
I, Farak, the Most Powerful Mage in All Absalom wish to remind my fellow compatriots of our role in the society. While I normally speak in boasts and grandure, I must be completely serious for a few minutes as I speak of our purpose.
It is not to undermine the Decemvirate, or complain of inequities. While many of these issues continue to plague us we have made great strides forward in these matters and it is time for us to shine as best we can.
Speak gloriously of our calling to all who can hear. Let everybody around you know that you will not allow a Pathfinder to suffer.
It is with great sadness that I must speak of my recent failures in this department. I let my drive for glory and fame blind me to the suffering of my companions.
First, when dealing with the Rats of Round Mountain I let my companion The Grey Reek step into a trap. As I held his lifeless body in my arms, mere seconds later, I unfurled a scroll and attempted to grasp hold if his soul and prevent it form leaving Golarion. Unfortunately my voice faltered and The Grey Reek was no more. I will carry this shame upon my soul until the say I am judged. For this was the first time I had let a Pathfinder die.
Secondly when the fate of the Society hang in the balance during the assault on the Grand Convocation. I saw my gnomish companion, a powerful sorcerer I had met only hours before, under assault by terrible foes. I chose to focus my efforts on destroying the infernal contraption that threatened the Society and merely watched as my companion fell to the darkness. I wanted the glory of saving the society and was worried about it's survival as a whole, but in doing so I lost track of what was most important and my companion paid the ultimate price. This is a second stain upon my soul.
I fear another may doom me to eternal damnation. So I will attempt to redeem myself by reminding us all to not let your fellow Pathfinders suffer.
Dedicate yourself to these tasks. Protect your companions with swords, spells, your own body if necessary. Show no mercy to those who threaten your allies and always give it your fullest. Hold nothing back.
Farak, the Most Powerful Mage in All Absalom
There are several items on the chronicle sheets that state they are only available to "12th level retired characters"
With the changes to how sanctioned modules work I presume these should be available to anybody who plays them, since nobobdy will be 12th level while playing Tomb of the Iron Medusa (lvl 14)
This rug is able to fly through the air as if affected by an overland flight spell of unlimited duration. The size, carrying capacity, and speed of the different carpets of flying are shown on the table below. Beautifully and intricately made, each carpet has its own command word to activate it—if the device is within voice range, the command word activates it, whether the speaker is on the rug or not. The carpet is then controlled by spoken directions.
So if you're riding around on a carpet does it basically just give you overland flight?
Or do you ride around on it using the mounted combat rules?
Or does it just move around however you like by talking to it. (In which case it probably couldn't doublemove/run etc)
I'm likely running this at Kublacon and am going to make it as awesome as possible. I've got a question, that perhaps somebody can help me with though.
Because of the specialness of this scenario I've gone with the double spoiler, to help keep people from accidentally spoiling their Eyes of the Ten experience.
Actually this question doesn't really spoil much at all, but I felt like being mysterious: What scenarios is VC Eliza Perulengro present in? I want to be look over people's chronicle sheets before hand so Eliza can give them a proper greeting if appropriate.
I like contributing to my PFS groups. I judge as frequently as I want to (20-25% of the time) however it's still nice to contribute in other ways, especially when I'm not judging.
Things I sometimes do, and wish I did more often:
Bake cookies or buy snacks to bring to game.
I'd like to hear about ways others contribute in ways other than the obvious judging/organizing. (Mostly so I can steal them and become an even better gamer)
So I've never been to PaizoCon before and have a bunch of questions.
When on Friday do things start and when on Sunday do they end? This information will be useful in booking flights/hotel etc.
Speaking of booking Hotel how do I get the PaizoCon rate at the hotel?
Also where/when do I sign up for PFS events?
The recent discussion regarding a possible adventure where you get to be the Venture captain inspired me to write this little choose your own adventure.
It's very much in an alpha stage at the moment but hopefully it will provide some entertainment. Don't take it too seriously and let me know how your quest for coffee works out. Feel free to post any bugs you encounter, or email me email@example.com
I've got two separate issues:
First: Does Tumor Familiar qualify for Improved Familiar?
Benefit: The alchemist creates a Diminutive or Tiny tumor on his body, usually on his back or stomach. As a standard action, the alchemist can have the tumor detach itself from his body as a separate creature vaguely resembling a kind of animal suitable for a familiar (bat, cat, and so on) and move about as if it were an independent creature. The tumor can reattach itself to the alchemist as a standard action. The tumor has all the abilities of the animal it resembles (for example, a batlike tumor can fly) and familiar abilities based on the alchemist’s caster level (though some familiar abilities may be useless to an alchemist). The tumor acts as the alchemist’s familiar whether attached or separated (providing a skill bonus, the Alertness feat, and so on). When attached to the alchemist, the tumor has fast healing 5. An alchemist’s extracts and mutagens are considered spells for the purposes of familiar abilities like share spells and deliver touch spells. If a tumor familiar is lost or dies, it can be replaced 1 week later through a specialized procedure that costs 200 gp per alchemist level. The ritual takes 8 hours to complete.
Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high level (see below).
Second: I'm also trying to figure out what kind of options Tentacle gives me.
Benefit: The alchemist gains a prehensile, arm-length tentacle on his body. The tentacle is fully under his control and cannot be concealed except with magic or bulky clothing. The tentacle does not give the alchemist any extra attacks or actions per round, though he can use it to make a tentacle attack (1d4 damage for a Medium alchemist, 1d3 damage for a Small one) with the grab ability. The tentacle can manipulate or hold items as well as the alchemist’s original arms can (for example, allowing the alchemist to use one hand to wield a weapon, the tentacle to hold a potion, and the third hand to throw a bomb). Unlike an arm, the tentacle has no magic item slots.
Here SKR states that the extra limb can only be used in place of another attack, not as an extra attack.
Assuming he's correct, lets look at a tusked alchemist (orc trait that gives a natural bite attack).
I can wield a 2 handed weapon and take my bite but not my tentacle. I could however replace either attack with the tentacle. If I replace the bite with the tentacle everything is nice and simple. If I replace the sword attack with the tentacle then I'm no longer combining natural and manufactured attacks and the bite attack remains primary.
I'm wielding 2 1 handed weapons (or a weapon and shield). I can TWF and attack with both weapons (or weapon and shield), and the bite. I could replace any of these with the tentacle attack. If I replace the bite it's simple once again.
If I replace either weapon attack with the tentacle which of the following scenarios is correct:
What if I'm wielding a two handed weapon and armor spikes. Is this any different than the above scenario?
Thanks in advance for any help in sorting these out.
I used to have a very good grip on what the current rules are, but ever since moving to Iowa I've been slipping.
I'm thinking of making my next character a pesh-addicted Tiefling alchemist (vivisectionist). (Yes I have the tiefling boon)
Can I craft mundane (alchemical) gear?
What poisons can I buy? (Is there anyway to buy Pesh? I don't think so, but it should be fun having the character complain that nobobdy will sell him pesh now that he joined the society)
Is Pesh prevalent in the land of Tian Xia or only in the Inner Sea region?
On a question that's more appropriate for the rules forum, does anybody have an opinion on Improved Familiar + tumor familiar?
Does the Separatist Cleric archetype allow you to take subdomains not normally available.
Including subdomains of domains normally available and subdomains of domains not normally available.
Specifically this is a PFS issue.
I'm personally of the opinion that Separatist doesn't say anything about subdomains so doesn't give access to any of them.
Does anybody have any thoughts on the matter?
The couple of threads floating around regarding the "best order" to play the scenarios in got me wondering what I had done with my various characters. I'm into accounting/stats so I thought I'd share the information with my characters.
Zapa - Human Siege Engineer - 11(Ranger 3/Rogue 1/Fighter 2/Shadowdancer 5)
#11 Third Riddle (1-2)
#33 Assault on the Kingdom of the Impossible (GM 1-2)
#2 The Hydra's Fang Incident (1-2)
#47 The Darkest Vengeance (1-2)
#9 Eye of the Crocodile King (GM 1-2)
#29 Devil we Know Part I (1-2)
#4 The Frozen Fingers of Midnight (4-5)
#12 Stay of Execution (3-4)
#15 The Admodeus Mirage (3-4)
#17 Perils of the Pirate Pact (3-4)
#7 Among the Living (3-4)
#19 Skeleton Moon (3-4)
#16 To Scale the Dragon (5-6)
#1 Silent Tide (4-5)
#25 Hands of the Muted God (5-6)
#49 Among the Dead (6-7)
#27 Our Lady of Silver (5-6)
#31 Sniper in the Deep (8-9)
#20 King Xeros of Old Azlant (7-8)
#28 Lyrics of Extinction
The Godsmouth Heresy
$32 Drow of the Darklands Pyramid (GM 7-8)
#36 Echoes of the Everwar Part I (10-11)
#2-12 Below the Silver Tarn (7-8)
#42 Echoes of the Everwar Part II (10-11)
#44 Echoes of the Everwar Part III (10-11)
#53 Echoes of the Everwar Part IV (10-11)
Devin, the Mortician (Cleric 11)
#1 Silent Tide (1-2)
#35 Voice in the Void (1-2)
#29 The Devil we Know Part I (1-2)
#9 Eye of the Crocodile King (1-2)
#30 The Devil we Know Part II (3-4)
#39 The Citadel of Flame (1-2)
#24 Decline of Glory (3-4)
#41 The Devil we Know III (3-4)
#17 Perils of the Pirate Pact (3-4)
$48 The Devil we Know Part IV (6-7)
#14 The Many Fortunes of Grandmaster Torch (6-7)
#13 The Prince of Augustana (4-5)
#23 Tide of Morning (4-5)
#16 To Scale the Dragon (GM 5-6)
#18 The Trouble with Secrets (GM 5-6)
#25 Hands of the Muted God (5-6)
#21 The Eternal Obelisk (5-6)
#51 The City of Strangers Part I (6-7)
#52 The City of Strangers Part II (6-7)
#50 Fortune's Blight (8-9)
#20 King Xeros of Old Azlant (7-8)
#22 Fingerprints of the Fiends (7-8)
#56 The Jester's Fraud (8-9)
#38 No Plunder no Pay (10-11)
#40 Hall of Drunken Heroes (10-11)
#50 Fortune's Blight (8-9)
#2-14 The Chasm of Screams (10-11)
#34 Encounter at the Drowning Stones (10-11)
#26 Lost at Bitter End (10-11)
#32 Drow of the Darklands Pyramid (10-11)
#3-04 The Kortos Envoy (7-8)
Soryan, Osirian Sand Merchant (Druid 7)
#3 Murder on the Silken Caravan (GM 1-2)
#11 The Third Riddle (GM 1-2)
#8 Slave Pits of Absalom (1-2)
#10 Blood of Dralkard Manor (1-2)
#12 Stay of Execution (GM 1-2)
#24 Decline of Glory (1-2)
#14 The Many Fortunes of Grandmaster Torch (GM 3-4)
#37 The Beggar's Pearl (3-4)
#5 Mists of Mwangi (4-5)
#7 Among the Living (3-4)
#47 The Darkest Vengeance (GM 4-5)
#43 The Pallid Plague (6-7)
#55 The Infernal Vault (6-7)
#56 The Jester's Fraud (GM 5-6)
#2-03 The Rebel's Ransom (5-6)
#2-06 The Heresy of Man Part I (5-6)
#2-07 The Heresy of Man Part II (5-6)
#2-09 The Heresy of Man Part III (5-6)
#2-16 The Flesh Collector (7-8)
#3-08 Among the Gods (6-7)
Griff, Athlete (Barbarian 2, Ranger 2)
Master of the Fallen Fortress
#6 Black Waters (1-2)
#39 The Citadel of Flame (GM 1-2)
#8 Slave Pits of Absalom (1-2)
#2-01 Before the Dawn Part I (3-4)
#2-02 Before the Dawn Part II (3-4)
#3-05 Tide of Twilight (1-2)
#2-23 Shadows Last Stand Part I (1-2)
#3-07 Echoes of the Overwatched (1-2)
Mr. K, Aloof Taldan Wizard (Wizard 5)
#2 The Hydra's Fang Incident (4-5)
#29 The Devil We Know Part I (1-2)
#3 Murder on the Silken Caravan (1-2)
#30 The Devil We Know Part II (3-4)
#41 The Devil We Know Part III (3-4)
#6 Black Waters (GM 1-2)
#48 The Devil We Know Part IV (3-4)
#45 Delirium's Tangle (4-5)
#37 The Beggar's Pearl (GM 3-4)
#35 Voice in the Void (GM 3-4)
#1 Silent Tide (GM 4-5)
#55 The Infernal Vault (GM3-4)
#31 Sniper in the Deep (GM 5-6)
#3-01 The Frostful Captives (3-4)
Farak, the Most Powerful Mage in All Absalom (??? 7)
#2-11 The Penumbral Accords (1-2)
#2-01 Before the Dawn Part I (GM 1-2)
#33 Assault on the Kingdom of the Impossible (4-5)
#2-13 Murder on the Throaty Mermaid (4-5)
#2-EX The Midnight Mauler (3-4)
#2-PFS Year of the Shadow Lodge (5-6)
#2 The Hydra's Fang Incident (4-5)
#2-21 The Dalsine Affair (1-2)
#45 Delirium's Tangle (4-5)
#2-15 Shades of Ice Part I (4-5)
#2-17 Shades of Ice Part II (4-5)
#2-19 Shades of Ice Part III (4-5)
The Heresy of Man Part I (GM 5-6)
The Heresy of Man Part II (GM 5-6)
The Heresy of Man Part III (GM 5-6)
#2-25 You Only Die Twice (8-9)
#2-24 Shadow's Last Stand Part II (6-7)
#3-06 Song of the Sea Witch (6-7)
#3-10 The Immortal Conundrum (8-9)
When I get some more time I'd like to do some analysis of this data, see how often I played up/down etc. Hopefully somebody else finds this interesting.
Some of the discussion of 7 player tables got me thinking about this subject again. Who has the power to do what in PFS.
Obviously people fill different slots at different times (frequently filling multiple rolls at once) but who exactly has what powers is sometimes a bit nebulous.
Lets start with Players:
Thing they can't do: edit a character's previous choices, Be disruptive to a table, attack/kill another PC, use unapproved material, cheat, maybe re-skinning (currently in limbo)
"As a Pathfinder Society Game Master, you have the right and responsibility to make such calls as you feel are necessary at your table to ensure that everyone has a fair and fun experience."
Things they are not allowed to do: Change the number of foes, play the NPCs in a way inconsistent with their stated tactics, reward additional treasure/xp/prestige beyond what is available in the chronicle sheet.
This is one of the trickier areas as the quote from the OP guide conflicts with past rulings, I guess currently GMs can change the adventure however they like as long as you don't muck with rewards and ensure everybody has a fair and fun experience. (What do you do when you have a player who will only have fun if things are run as written and another player who will only have fun if you change things?)
Slight Tangent: Personally my biggest pet peeve with GMs making changes is seeing a GM make an encounter tougher and then realize he's made it too tough and softball the now tougher encounter. I think this happens because the GM doesn't feel it's right to kill somebody after toughening the encounter, and I think a player could reasonably be upset if a GM made an encounter tougher and then killed a PC.
Despite all this responsibility and work for a mostly thankless job other then removing cheating players they have no ability to muck with a table in progress. They frequently choose who plays where but cannot seat an 8 man table, or a lvl4 at a 5-9 or a 2 man table or allow a player to start at higher than level 0 or pretty much do anything at all.
Much like the normal coordinators they have a lot of work to do and frequently choose things like what adventures are run and where they're run they have pretty much no say on how a GM runs a table or how a player plays or how the rules work.
Also apparently they have a super secret forum where they discuss PFS issues with the campaign staff and provide various types of feedback.
Now some rules I'm sure are followed more than others, and I've probably gotten some details wrong.
What I would like is for the rules to match up with reality as much as possible. In some situations behavior should change but I imagine in most if there's a conflict the rules should be changed to match reality.
So where am I wrong and where does reality not match rules and where should they be changed
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.
I'm happy to hear about any thing else others have found useful to spend their PA on.
Here I things I've spent 2PA on:
MW Composite Longbow (up to 3 Str)
1st level Wands:
Cure Light Wounds
3rd level Potions:
Cure Serious Wounds
4th level Scrolls:
I don't think I've ever bought an item with 1PA but I did once spend 1 PA to hire a lawyer for +4 to a diplomacy check to avoid being executed by the Quadiran government. (I've got Painlord to thank for that one)
Well today I decided I was tired of Treantmonk being the only game in town for Pathfinder optimization so I wrote up a guide for clerics.
Here is my first draft, it's done with the same color coding and general style of treantmonks. It's
Some things to note:
While I agree with most of what Treantmonk says there are some things I value differently quite differently. The items that immediately come to mind are damage over time effects and fogs. In my experience damage over time effects never get anywhere near to running their course, instead the fighter wanders by and slaughters your target. As for the fogs I find them generally to be limited utility spells that are not commonly useful.
Once again this is my first draft so it still needs some work but I thought I'd go ahead and share what I have so far. Feel free to comment, especially on judgments I've made that you disagree with, while in the end it's my guide I'm curious as to others opinions.
So I made a character with the Desert Shadow Trait from Qadira and intended him to be from Qadira and then played him a few times and took a GM credit on him. However somewhere along the process he seems to have ended up from Taldor instead of Qadira.
What do I do? I would prefer to be from Qadira but it's not the end of the world if I have to change my trait instead.