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Volshyenek Ornelos

AxeMurder0's page

RPG Superstar 2013 Star Voter, 2014 Dedicated Voter. Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStar Pathfinder Society GM. 165 posts (6,097 including aliases). 25 reviews. No lists. No wishlists. 16 Pathfinder Society characters. 23 aliases.



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Shadow Lodge

2 people marked this as a favorite.

Greetings!

After about a week of design work I have created part 1 (of 3) of my Thornkeep mini-path.

It is designed for characters who have completed the introductory adventure and want to do something other than Rise of the Runelords.

The card text is complete and has been transferred to MSE and turned into cards. All that is left to do is add illustrations.

Contents (30 Cards):

1 Adventure Path
1 Adventure
5 Scenarios
15 Locations
3 Villains
3 Henchmen
2 Loot

---
I should have the files up with imagines sometime today or tomorrow, with part two to follow within 2 weeks and part 3 to follow within 2 weeks of that.

Shadow Lodge

If you roll a 4 and then defeat them, and close the location where do they end up?

Shadow Lodge ****

So, I just got my email back from GenCon about the Paths We Choose and I noticed it mentioned

"contributes directly to the ongoing storylines of the Andoran, Cheliax, Osirion, Qadira, Sczarni, and Taldor factions.

Also with a note that it plays differently based on the factions present at the table.

Leading me to believe we'll see the end of the Silver Crusade, which makes sense since our WorldWound campaign is over and

Wrath of the Righteous Spoilers:
The World Wound gets closed.

The other missing faction is the Grand Lodge. I wonder if they'll still be around but perhaps more as the no-secret society option rather that what they currently are. Leaving it a good option for pregens and players who wish to "opt-out" of the faction system.


13thAge

Gameplay goes here.


13thAge

Discussion goes here.


Important things to note before continuing:

  • This game will be significantly faster than the 1 post/day that is the standard on these forums.
  • This game will be played using 13th Age (SRD here)
  • This game will not be set in Golarion, but set in The Dragon Empires of 13th Age.

Greetings! In an effort to play more 13th age and get another game in for the PFS Game day, I've decided to run part 1 of Reign of Winter in Campaign Mode. In this case having previously play the AP will not be problematic and I'll be using it as a loose guide to pull resources from.

The choices on where to go and what to do lies with you, the players.

Previous experience with 13th Age is not necessary, but a willingness to learn is.

We'll be having fun and not taking ourselves too seriously so stats will be done by the "Roll ’em" method.:

Roll 4d6 for each of the six ability scores (Strength, Constitution, Dexterity, Intelligence, Wisdom, and Charisma). Drop the low die in each roll. Put the scores into any order to best fit the character you want to play.

I am also happy to create the basic mechanics behind the character you want allowing you to focus on all the awesome parts.

Icons

More info to come, hoping to start soon.

If you've got any questions ask away, I'm sure I've forgotten lots.

Shadow Lodge ****

3 people marked this as a favorite.

KUBLACON!

KublaCon, the Bay Area's premier convention is coming up on Memorial Day weekend (May 23rd - 26th)

KublaCon Website
KublaCon PFS WarHorn

We've got over 90 Scenarios/Modules offered, including:

Bonekeep 1: You're gonna die!
Bonekeep 2: You're gonna die twice!
Siege of the Diamond City
Goblin Attack!
The newest scenarios!

Special events for kids, special events for teens. (KublaCon's teen room and young player's rooms are both fantastic)

Additionally, we've got special guest Erik 'Frickin' Mona!

So check in, say hi.

Are you coming? Tell us about your schedule.
Can't make it? Send us your best wishes.

My Schedule:

Subject to change:

Friday:
Slot 1 2p-6p: Playing PFS 5-13: Weapon in the Rift
Slot 2 7p-11p: PFS Front Desk

Saturday:
Slot 3 9a-1p: PFS Front Desk
Slot 4 2p-6p: ???
Slot 5 7p-11p: PFS Front Desk

Sunday:
Slot 6 9a-1p: Playing PFS Mod: Curse of the Riven Sky
Slot 7 2p-6p: Playing PFS Mod: Curse of the Riven Sky
Slot 8 7p-11p: Playing PFS Mod: Curse of the Riven Sky

Monday:
Slot 9 9a-1p: Overseeing Siege of the Diamond City (100th Scenario)
Slot 10 2p-6p: Playing PFS 5-18: The Stranger Within (levels 5-9)

Shadow Lodge ****

2 people marked this as a favorite.

Here's a thought. How about letting people use all 4 elemental race boons to instead make a Suli?

Shadow Lodge

Scene 1: During (Dark) Ma’rakah, the V’rek dominion’s largest Western city and home to their most dangerous munitions factory is obliterated while Ja'Mek is visiting to oversee construction of a new doomsday weapon, when a terrorist cell loses control of a weather spell and repeated lightning bolts rain down on the city.

Why does Ja'Mek not flee Ma’rakah once things start going wrong, even though he knows he'll be killed?

Lightning and fires rage throughout Ma’rakah, clearly out of control. Ja'Mek and his Crimson Executioners have just stopped the terrorists and must decide what to do next. Ja'Mek doesn't yet know city is going to be destroyed even though we do, and he will by the end of the scene.

Required: a captured terrorist.
Banned: anyone higher ranked than Ja'Mek in the V’rek Dominion.

Shadow Lodge

Gameplay will go here.

Shadow Lodge

1 person marked this as a favorite.

Discussion goes here.


Blurb:
A murderer stalks the streets of Magnimar! The guards are baffled, people huddle in their homes, and whispers spread of death delivered on dark wings.

Desperate for aid, the city watch turns to bold adventurers, revealing more of the murders’ gruesome details and bringing the heroes in on a daring plan to catch the killer — a plot that makes them a tempting target for the maniac’s bloody knife.

This dangerous ploy sets the heroes on a path fraught with savage creatures, decades-old secrets, and the dark desires of an immortal evil that seeks to pervert a forgotten house of worship.

Will they be able to put an end to the slaughter? Or will all of Magnimar drown in the rising tide of blood?

Greetings.
For those of you who don't know, Dawn of the Scarlet Sun is Paizo's 2013 Free RPG day module. It is about the length of a PFS scenario and grants 1xp, 1PP and commensurate gold.

Please note, that this is not a 1 post a day game, the pace will be considerably quicker than that. (My last pbp took ~14 days averaging 3 posts/day/person including weekends, I would like to keep a similar pace for this one)

What I expect from you:
You should have a PFS character level 4-6 with a character sheet that's easy for me to access. Additionally some basic stats should be available at a glance via clever use of profiles. I can help you get the formatting right. I understand that real life happens but I would very much appreciate the courtesy of a quick note if you're going to be unavailable. (I will let you know when I'm busy)

What you should expect from me:
I am currently seeking employment so i have lots of free time during the day to post multiple times. I will be gone some evenings but will keep you informed as to my schedule.
I am an experienced GM however this is my first time GMing this particular adventure. No matter how much time I waste staring at rulebooks, 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 love learning new things.

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 a note there we some complaints about difficulty when the Module was first released so I recommend against playing a pregen.

GameDay:
This game is part of the Official Pathfinder Society PbP Game Day. For more information please visit: http://PbPGameday.com
Please note that because of the Gameday rules the game will not start until April 5th.

Shadow Lodge

1 person marked this as a favorite.

Humanity spreads to the stars and forges a galactic civilization...

Fledgling nations arise from the ruins of the empire...

An ancient line of dragon-kings dies out as magic fades from the realm...

These are all examples of Microscope games.

In Microscope you build an epic history as you play, but you don't play the history from start to finish, marching along in chronological order. Instead, you build your history from the outside in. You start off knowing the big picture, the grand scheme of what happens, then you dive in and explore what happened in between, the how and why that shaped events.

You are free to jump backwards or forwards, zooming in or out to look at whatever you want, defying limits of time and space. Want to leap a thousand years into the future and see how an institution shaped society? Want to jump back to the childhood of the king you just saw assassinated and find out what made him such a hated ruler? That's normal in Microscope.

You have vast creative authority. You can make whole empires rise and fall at will. Dream up a utopia or destroy one with nuclear fire. You have that power, but remember you're not alone: every else at the table can do it too.

You create independently, but not in isolation. Each facet you add to history builds on what other players built before you. You expand on their ideas and the expand on yours. History might not turn out the way you expected. Be prepared to think on your feet.

When you zoom all the way in to a particular moment in time, all the players share the stage and role-play together to find out something we want to learn about the history. Did the crew of the Icarus know the aliens were in Titan? Did the rebels really fake the government crackdown? Do the knights remember the original meaning of their ritual vows? We role-play and see.

The more you play, the more your once simple summary becomes a detailed tapestry, full of meaning and surprises. History snowballs.

Shadow Lodge

2 people marked this as FAQ candidate.

Question: Can a weapon with the dueling property be used to perform a dirty trick maneuver?

First, to help dispel any confusion, I am talking about the Dueling property from the Pathfinder Society Field Guide.

Dueling:
A dueling weapon bears magical enhancements that makes it particularly effective at performing certain combat maneuvers. When a dueling weapon is used to perform a combat maneuver that utilizes the weapon only (see below), it grants a luck bonus equal to twice its enhancement bonus on the CMB check made to carry out the maneuver. The dueling weapon also grants this same luck bonus to the wielder’s CMD score against these types of combat maneuvers. These combat maneuvers include disarm and trip maneuvers, but not bull rush, grapple, or overrun maneuvers. If you’re using the additional combat maneuvers in the Advanced Player’s Guide, this also includes any dirty trick maneuvers that utilize the weapon, as well as reposition combat maneuvers, but not drag or steal combat maneuvers. Note that this luck bonus stacks with the weapon’s enhancement bonus, which in and of itself adds to CMB checks normally.

According to the FAQ: Disarm, sunder, and trip are normally the only kinds of combat maneuvers in which you’re actually using a weapon to perform the maneuver.

Meaning as per the FAQ there's no way to get the dueling weapon bonus on dirty tricks...

Aside:
There is the Net Trickery feat which allows one to make dirty tricks with a net, even though net adept feat lets you treat nets as melee weapons they are still not eligible for melee enhancements, such as dueling.

Unless there's something obvious I'm missing if you'd be kind enough to hit the FAQ button, I'd appreciate it...

Shadow Lodge

Enemy Within: Classic Ironman

Mission 1: Operation Unceasing Mist
Alien Abductions
Nagoya, Japan

Nameless Rookie - 0/0 Kills | KIA
Rk. Lilith - 2/2 Kills - Promoted to Squaddie (Sniper)
Rk. David - 4/4 Kills - Promoted to Squaddie (Heavy)
Nameless Rookie - 0/0 Kills

Our first encounter with alien life, these strange creatures appear to have some sort of mind meld ability that allows them to bolster each others thoughts. How curious...

Kills are mission/total

Shadow Lodge ****

So, I picked up the Jade Regent AP a while back and have been working on a conversion to 13th Age (d20 game by Jonathan Tweet/Rob Heinsoo).

We'll be using the 13th Age campaign variant where you play 1 session at each level, with all the background and side stuff described at the beginning of each session. 13th Age only goes 10 levels (each 13th age level is about the equivalent of 2 pathfinder levels powerwise)

I'm running this for a table of non PFS players, although I've convinced them to take PFS #s and chronicles in case they ever decide to play.

We'll be going through the whole story but I wanted to double check before I reported all 6 AP sessions. I think the rules say it's fine but

I'm a little concerned with reporting what's supposed to be ~18 sessions when I'm only really running 10. I don't think its against the rules but it seems against the intent to me.

Does anybody have any thoughts? Maybe only report the first 3, stop worrying about it and be thankful I've got 4 awesome players that might decide to get into PFS?

Thanks in advance for any feedback.

10 Session Campaign:
In this quick campaign, the players start at 1st level and gain one level each session. The campaign concludes on the 10th session in a climactic confrontation with the PCs’ personal enemies.

Each session includes two battles. These are double-strength battles because there are only two of them. A session will alsoinclude a small number of other features: encounters with NPCs, places to explore, traps, hazards, challenges, etc. In general, give the party about two opportunities a session to use background skills or icon relationships to advance their goals within the campaign.

...
You’ve only got ten sessions for them to see the world, so don’t have them stay in one place. You can make a checklist of locations on the map you want the campaign to go. At the start of each session, summarize what has happened in the days, weeks, or even months since the last session. Fast forward through the administrative stuff, like travel, and race to the action—important NPCs, exotic places to explore, and high-powered battles.

Shadow Lodge ****

So we've had various discussion about adding more PFS scenarios but that Paizo was just having trouble with the logistics of it.

I wanted to talk here a bit about season length, and explain why the current season worries me a bit.

Season 0: 28 Scenarios
Season 1: 28 Scenarios
Seasons 2: 28 Scenarios (Including Grand Convocation & Year of the Shadow Lodge)
Season 3: 30 Scenarios (Including First Steps & Blood Under Absalom)
Season 4: 29 Scenarios (Including Race for the Runecarved Key 1+2 & Bonekeep 1)
Season 5: 27 Scenarios (Including Siege of the Diamond City & Bonekeep 2)

Seasons 0/1 we had 28 scenarios.
Seasons 2-4 we had 26 scenarios + 2 to 4 specials (counting 1st steps)
Season 5 it looks like we're going to have 25 scenarios + 2 specials. A new low in PFS scenarios.

I think the quality is great and has gone way up from where we started but I'm worried about the current downward trend in scenarios produced.

Shadow Lodge ****

So... if you use 3 GM stars to replay The Dragon's Demand (in campaign mode and apply to the same char, etc) do you get the bonus sheet without expending another star?

Shadow Lodge ****

Obviously this hasn't hit additional resources quite yet but I'm going to run into some trouble for my character with the Living Monolith prestiege class.

First of all I will no longer meet the prerequisites as they are changing from Know (engineering) 1 rank, Know (history) 1 rank, and Know (religion) 1 rank to 4 4 2 ranks in the above skills.

Next it used to be full BaB but is now 3/4s (full Bab when using Ka stone) meaning my character will not have enough BaB to qualify for some of his feats.

The new living monolith will also give me the toughness feat, I of course already have toughness.

Shadow Lodge ****

27 people marked this as FAQ candidate. 1 person marked this as a favorite.

In PFS are wands of alchemist only spells purchasable?

I'm not sure that there's any way in the current rules to make one but I'm not sure that matters.

Any thoughts?

Shadow Lodge

1 person marked this as a favorite.

Rather than take any glory away from the top 32, I thought I'd start my own thread.

Hi everybody, my name is Robert Hetherington and I'm one of the alternates for this year's RPGSS.

I recently completed my BS in Business Economics from Iowa state and at the end of January will be returning to my true home of Berkeley, CA to seek gainful employment.

I got into Pathfinder through Pathfinder Society which accounts for almost all of my experience with the Pathfinder RPG. I've also run the first 3 books of Kingmaker and am in a couple AP pbps, but other than that it's all PFS all the time.

I don't have the text handy (I'm on the wrong computer) but my item was the Wardstone Bracers. In retrospect I feel like I could have done a better job with the description and am redoubling my monster efforts.

(If somebody has the text of the item handy, feel free to post)

Thank you all and special congratulations to Robert Brookes for already finding a table at the guildhall.

Shadow Lodge

7 people marked this as FAQ candidate.

Does Lingering Performance work with Song of Surrender?

Relevent text:

Song of Surrender (Su)
A buccaneer of 4th level or higher can use his performance to encourage an enemy to surrender. To be affected, an enemy must be within 30 feet and be able to see and hear the buccaneer’s performance.
An affected enemy feels the irresistible urge to drop any held weapons and fall prone. This effect lasts for 1 round—essentially, the affected enemy takes no actions on its next turn other than to lie prone, although it is not considered flat-footed or helpless. A Will saving throw (DC 10 + 1/2 the buccaneer’s level + the buccaneer’s Charisma modifier) negates the effect.

Lingering Performace
Benefit: The bonuses and penalties from your bardic performance continue for 2 rounds after you cease performing. Any other requirement, such as range or specific conditions, must still be met for the effect to continue. If you begin a new bardic performance during this time, the effects of the previous performance immediately cease.

Anybody got an answer for this? If not could you at least hit the FAQ button for me.

Thanks.

Shadow Lodge ****

There's been a bit of discussion about how the new faction mission system makes it harder to arrange tables because now players have to worry about faction in addition to roles and level. So I thought I'd share my experience as a player so far:

So far I had been ignoring the new faction missions when choosing characters because the boons seemed mechanically weak so I figured why bother.

However I realized in skipping them I realized I was missing out on interesting extra bits of story. So I decided to try and plan my schedule/characters in a way to accomplish them.

Here is the schedule I came up with for my PFS Credits for the rest of January/Feburary.

Unlike before where my multiple characters allowed me lots of options at the table, I now frequently only have 1 option I want to play, although I do have a high option or a low option for a couple of tables.

As for the nearish future I want to play the DotS series with Sparkle-Weave (My Osirion Gnome with 1xp) to do so I'll need to play a 1-2 module on him, getting him to 4xp, then playing parts 1/2 at level 2 and part 3 at level 4. Hoping I can find a table that wants to play low for all of these.

Soryan:
Even though Soryan is only 11 he's killed Krune on hard mode and is retired in my mind. I plan on applying 2 GM credits to him to get him to 12 though for an even better sense of finality.

Shadow Lodge ****

Woo! It's exciting to see the sanctioning of APs continue.


13thAge

Gameplay goes here, feel free to dot.


13thAge

Greetings Everybody. I'll have intro stuff up sometime tonight (probably late) so we can get started first thing in the morning.

If everybody would take a moment to introduce themselves here (not their character) that would be great.

Hi everybody, my name is Robert but a lot of PFS people know me as Pirate Rob. This will be my 80th table GMed and know far too much about the rules for my own good.

That said I still make plenty of mistakes if you notice something you think is weird or wrong, please feel free to bring it up, especially in discussion.

Edric Vane:
Stat block nitpick, my stat block monkeys can't figure out where your elven language comes from.

Alia:
Stat block nitpick, how are you making perform a class skill.

Shadow Lodge

Just keeping track of my latest XCom playthrough. All names come from my buddies int he Paizo chat. I am playing Classic Ironman with the expansion enabled but none of the DLC.

Mission 1: Operation Frozen Fist

Walter 3/3 Kills Promoted to Assault Squaddie
Pygon 1/1 Kills Promoted to Sniper Squaddie
Kilrex 2/2 Kills Promoted to Heavy Squaddie

Aliens! A couple grenades make short work of them with Pygon getting into a good position to take out the remaining sectoid. Pygon's accuracy has been noted.

Kills are Mission/Total


Greetings!

Starting Monday the 13th I will be running a pbp of PFS 0-23 Tide of morning.

Please note that the pace of play will be considerably quicker than normal.

Stats from last game:
Final Game Statistics
Total posts: 394
Duration: 10.21* days
Average PPD: 35.82*

With...
Most Posts On: Wednesdays
Min. Posts in One Day: 2
Max. Posts in One Day: 121
Min. Posters in One Day: 2
Max. Posters in One Day: 5
Average Posters per Day: 3.64*
Min. Days with No Posts: 0
Max. Days with No Posts: 0

Top Posters by Percent of Thread
Pirate GM: 31.2%
Gwynbel Tathdiir: 25.6%
Mrachni Swordfollower: 18.5%
Harlbrount Keldermar: 12.4%
Darius Orion: 12.2%

Conclusion: We rocked.

* Official start date was 12/2, making the "official" duration 5 days. Average PPD during this time was 71.0. Minimum, Maximum and Average Posters per Day during this time were all** 5.0.
** That means during the official game period, every single player posted every day.

Multiple posts per day are expected, although I don't think I'll quite manage the 22posts/day I did for that game meaning our expected finish time is <10 days (rather than just 5).

What I expect from you:
You should have a PFS character level 1-5 with a character sheet that's easy for me to access. Additionally some basic stats should be available at a glance via clever use of profiles. I can help you get the formatting right. (I already have a couple friends joining us and they are level 1-2 so we will try and keep it that sub-tier) I understand that real life happens but I would very much appreciate the courtesy of a quick note if you're going to be unavailable. (I will let you know when I'm busy)

What you should expect of me:
My occupation is currently homemaker so i have lots of free time during the day to post multiple times. I will be gone some evenings but will keep you informed as to my schedule.

I am an experienced GM however this is my first time GMing this particular adventure. No matter how much time I waste staring at rulebooks, 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.

Shadow Lodge

I thought I'd share my BINGO from last year.

While I'm a bit early I figured it wouldn't hurt to share.

Shadow Lodge ****

Just a quick question. Can alchemists craft alchemical items prior to their first adventure? (Does the answer change if they have a boon chronicle sheet vs no chronicle sheets?)


13thAge

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.

Shadow Lodge

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):

Existing Characters:
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)

Shadow Lodge

4 people marked this as FAQ candidate.

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.
Thanks.

Shadow Lodge ****

Yarrr.

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
Friday 7-12 GM Siege of the Diamond City
Saturday 8-1 GM Bonekeep 1
Saturday 1:30-6:30 Play You Have What You Hold
Saturday 7-12pm Play Bonekeep 2
Sunday 8-1 GM Waking Rune

Shadow Lodge

So I've been doing some math on the alternate favored class for Aasimar bards:

Spoiler:
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
+2 Inspire Courage at level 4
+3 Inspire Courage at level 8
+4 Inspire Courage at level 12

Is there a better way to do this? Basically I'm looking for a double check on my math.


13thAge

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,
“My fellow Pathfinders, as you can see, the task that lies ahead transcends the interests of Magnimar’s increasingly esteemed lodge; it’s a mission that will affect the entire Pathfinder Society and merits the direct attention of the Decemvirate.”

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,
“We recently acquired these refuge tokens and their command words. When broken, the tokens will take a handful of agents directly to Krune’s sanctuary. If he has yet to revive, do whatever you can to ensure he never does. If he does awaken, pray that he is too dazed and addledto command his full power. Whatever it takes, end this threat to Varisia -
permanently.”

She then motions to the other relics on the table.
“The Society has recovered Thassilonian relics , perhaps some through your deeds, and I would rather they be in your hands as you face
Krune; they will do us little good in a museum if the runelord returns. Once you defeat him, take special care to recover his two artifacts: a dragon-tooth spear and a rune-inscribed rod.

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)
rod of runes
acrimony
veil, Lissala’s caress
Sihedron brand (endurance)
Sihedronbrand (service).

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.


13thAge

Stuff.

Shadow Lodge ****

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)

Thanks.


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

Blurb:
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.

About Me:
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.

Shadow Lodge

Welcome. Go ahead and roll a d6 for every point of icon relationship you have.

Aside:
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.

Aside:
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.


13thAge

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.

---

1: Backgrounds
These are like skills in other d20 games, except that they are much broader. Below are are some samples but I prefer even more evocative backgrounds. Rather than just "Burglar" go with "professional second-story man of exacting standards"

Sample Backgrounds:
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
Inventing your character’s relationship to the mighty icons who rule or shape the world is key to engaging your character with the game world. RPGs about vampires have clans, RPGs about pagan highlanders have cults, and 13th Age has icons.

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.

Icons:
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
Each character should have one unique feature you invent for him or her when you create the character. Your one unique thing is an unusual trait that sets your character apart from every other hero.

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.

Sample OUTs:
• “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
championships.”
• “I was the rudest lady-in-waiting of the Imperial Court.”

Shadow Lodge

Greetings!

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.

--
Tales of the 13th Age lets players enjoy 13th Age games with a continuity of story that still leaves room for the freedom and flexibility that sets 13th Age apart.

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.

Character Creation:
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.

Shadow Lodge ****

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.?

Thanks/

Shadow Lodge

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?

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