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Cinder Wolf

CanisDirus's page

Goblin Squad Member. Pathfinder Adventure Path Subscriber. FullStarFullStarFullStarFullStarFullStar Pathfinder Society GM. 804 posts (936 including aliases). 1 review. 4 lists. 2 wishlists. 19 Pathfinder Society characters. 2 aliases.



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Grand Lodge *****

Join us in Bloomington Indiana at The Common Room for Siege of the Diamond City, Sunday May 11th at Noon!

This will be the final local event for many of Bloomington's regular gamers, as Indiana University graduation is on the 10th and several of our beloved players and GMs are moving elsewhere.

Come out and help defend Nerosyan (and Bloomington!) from the demonic hordes!

If you are planning on coming in from out of town, or have an interest in being a GM for this event, please post here or send me a private message. We're predicting ~2 Seeker (level 12+) tables and several from tiers 1-2 through 10-11.

We hope you'll join us!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Just sending a hopeful word to our PFS Turkey members that you're all okay out there - most of the US/world media isn't covering what's going on out there, so information on our end is sketchy, but we're thinking about you.

Shadow Lodge *****

1 person marked this as a favorite.
Pathfinder Adventure Path Subscriber

I got my start with PFS when I was in my very last semester at Northern Illinois University with the (currently continuing) conversion of the geology department into PFS players. One of my first players out there who took up the mantle of being a GM quickly was Chris Dodge, who just attained his first PFS GM Star, all without having FLGS support and doing most of the legwork himself to keep games going.

Congratulations Chris!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Hello!

For anyone out there among us PFS Agents and Seekers who are also chess aficionados, I've created a "lodge" on chess.com where we can congregate, play chess, perhaps even have people play each other as their characters, talk, roleplay, etc.

Pathfinder Society Chess Lodge is the place - hope to see some of you on there sometime :)

Grand Lodge

8 people marked this as a favorite.

+10 points for the Eddie Izzard reference!

Grand Lodge *****

Very much looking forward to both of these!!!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

When you can, let us know that you're alright up there?

*thoughts for everyone up in Boston right now...*

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Even since before I moved to Bloomington Indiana for grad school, the PFS community here was strong, thanks to major support from our FLGS, The Common Room, but in the last six months, local players have really stepped up to run games and get a large community of gamers playing in Pathfinder Society Organized Play.

Among these awesome players and GMs, I'm proud to publicly congratulate "MJ" (Michael Johnson) and Mike Tuholski (so...we have a lot of Mikes, ok?) on both achieving their Second stars as PFS GMs in the last week!

With four one-star GMs already as well, I'm sure I'll be posting more congratulations in the not-too-distant future to them as well for their achievements in volunteering to provide fun gaming experiences for others!

Way to go Mike^2!

Shadow Lodge *****

2 people marked this as FAQ candidate. 8 people marked this as a favorite.
Pathfinder Adventure Path Subscriber

With credits to Will Johnson and Mike Lindner as well, some of the VOs have been trying to work up some sort of document to help clarify this while keeping it simple enough to fit on one page. I've already saved this as a .pdf and if people like it I can upload it to the GM shared resources.

-----

Light Levels:
• Supernaturally Dark - Just like dark but darkvision does not work.
• Dark - Effectively blind w/o darkvision. 50% miss chance (total concealment), lose Dex bonus to AC, –2 penalty to AC, and –4 penalty on Perception checks that rely on sight and most Str and Dex skill checks.
• Dim Light - 20% miss chance Concealment w/o darkvision or the ability to see in darkness. Can make a Stealth check to conceal self.
• Normal Light - Just like bright light but no penalties for light sensitivity or light blindness.
• Bright Light - All characters can see clearly. Can't use Stealth unless invisible or has cover. Penalties for light sensitivity and light blindness apply.

Sight:
• Low-light vision - Double the effective radius of bright light, normal light, and dim light.
• Darkvision - See normally plus dark areas within 60 feet. A creature can't hide within 60 feet of a character with darkvision unless it is invisible or has cover.

Regular light sources: (These change the ambient (non-magical) lighting of the area)
• Candle - creates dim light to 5'.
• Lamp - creates normal light to 15' and increases the ambient light by one step (dark to dim or dim to light) out another 15'.
• Torch - creates normal light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Hooded Lantern - creates normal light to 30' and increases the ambient light by one step (dark to dim or dim to light) out another 30'.
• Bullseye Lantern - creates a cone of normal light to 60' and increases the ambient light by one step (dark to dim or dim to light) out another 60'.
• Sunrod - creates normal light to 30' and increases the ambient light by one step (dark to dim or dim to light) out another 30'.

Spells:
• Darkness - Drops the lighting one step in a 20' radius (no lower than dark). It also prevents equal or lower-level magical and all non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
• Deeper Darkness - This drops the lighting two steps in a 60' radius (all the way down to supernaturally dark). It prevents lower-level magical and non-magical light sources from raising the ambient light. It also can be used to counter or dispel any light spell of equal or lower level.
• Dust of Twilight - Extinguishes non-magical lights and dispels all light spells of 2nd level or lower in a 10' area.
• Light - creates normal light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Dancing Lights - creates up to four light sources that give light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'.
• Continual Flame - creates light to 20' and increases the ambient light by one step (dark to dim or dim to light) out another 20'. Can be used to counter or dispel darkness spells of equal or lower level.
• Daylight - creates bright light to 60' and increases the ambient light by one step (dark to dim, dim to normal, or normal light to bright light) out another 60'. When brought within a magical darkness, both daylight and the darkness effects are temporarily negated where they overlap. Daylight can also be used to counter or dispel any darkness spell of equal or lower level.

Two possible solutions for magical (supernatural) darkness:
1. A Heightened Continual Flame spell. At 4th level it functions fine in Darkness spells of 3rd level or lower.
2. Daylight and a non-magical light source. The magical light sources all counter each other and a torch or sunrod will then function normally.

Grand Lodge *****

Welcome aboard John! Hope we don't drive you crazy *too* quickly! :P

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

This may fall under GM call (YMMV) and the "unusual solutions" clause of the Guide, but I wanted to ask this here just in case other GMs have other ways to figure this out.

Say one of your players comes up with a unique solution to dealing damage, such as "we drop the piano out the window on top of the guys trying to beat down the door" or "I just rolled a natural 20 on a strength check - I'd like to pick up the blacksmith's anvil and throw it at them" or "I have an anchor/ship feather token I'd like to throw at them."

In non-combat situations, GM-call is GM-call, but during combat, where things have specific hp and weapons do XdY+Z damage...how would you handle something unusual like that?

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

CommonCon - The gaming convention for the everyday, common gamer!
(Sponsored by The Common Room of Bloomington, Indiana)

CommonCon 2013 - January 5-6, 2013

For the first year, CommonCon is going to be on the small side, and will focus on Pathfinder Society, but we're currently working on a 3-year plan to expand to encompass Magic: the Gathering, Live-Action Roleplaying groups such as "The Camarilla", and other games as well.

As of October 2012, we are planning 5 time slots with 3-4 Pathfinder Society tables per time slot. A full list of scenarios will be announced and posted before November 2012.

Featured - "The Dinner Table" - Join Venture Lieutenant Mike Bramnik at a special "Oasis" table for dinner and the Season 3 Exclusive Scenario, "The Cyphermage Dilema" Friday night of CommonCon (a small additional admission fee may be required for this table).

Admission will be $6 for each day, or $10 for both days. Pre-registration information will be announced and posted during or before November 2012.

Please contact Mike Bramnik if you would like any information that isn't posted here!

Are you a Pathfinder Society gamer in Indiana? Join our Facebook group and find out information on our weekly games!

CommonCon

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

One of my players asked me a question today that I honestly don't know the answer to, and since it's for her PFS character I wanted to ask here (since a home game would just be GM call for this I think).

The question was: "Can you buy a feat if you don't have the prerequisites for it, and simply not be able to use it until you do meet them?"

When I started to hem and haw about that, she followed up with: "Or, can I not-buy my level 3 feat at level 3, but hold the feat slot until level 4 when I do meet the prerequisite?"

When I consulted the books, the closest thing I could find was:

PRD wrote:
A character can't use a feat if he loses a prerequisite, but he does not lose the feat itself. If, at a later time, he regains the lost prerequisite, he immediately regains full use of the feat that prerequisite enables.

To me that's gray-area, but I wanted to ask here for advice before telling her yea or nay.

Thanks in advance!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Quick question,

Say someone wanted to get a Continual Flame cast on something - that is a Cleric 3 / Wizard 2 spell, which would be 150gp or 60gp for spellcasting services depending on which one is used.

I'm asking to cover all differences like this, using Continual Flame as an example - I know that cleric/wizard/druid are the "standard" for CL, but if there's "conflict" among those three...

At a home-game it'd be GM call, but in PFS, is there a standard modus operendi for things like that? I tried to search through the forums but didn't find anything conclusive.

Thanks very much!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Hey, quick question -

Is there a list of NPCs that writers are allowed to make use of for purposes of introducing quests / setting goals for PCs? I know that Seekers of Secrets introduced many Venture Captains, but since that's no longer part of the core assumption I'm not sure how many of those are still valid.

Alternatively, is it acceptable for authors to simply write "Venture Captain X" and have that part left up to Paizo staff if the quest is accepted?

Thanks very much!

Shadow Lodge *****

7 people marked this as FAQ candidate. Answered in the errata.
Pathfinder Adventure Path Subscriber

So, in another recent thread I was asking about dealing with raise-dead and etc in the form of PP. This led me to wonder about something else.

Some points from the guide before my question:

Guide wrote:
PCs can also sell off gear, including the dead character’s gear, at 50% of its listed value to raise money to purchase a spell that will return their slain ally from the dead, though they can only do so in a settlement and they cannot sell off any items found during the current scenario that they haven’t purchased.

Also:

Guide wrote:
Note that it’s possible for a player to spend her character’s Prestige Points even if the PC is dead, petrified, or otherwise out of commission.

and finally, Table 5-4 specifies that items acquired by spending 1 or 2 PP are worth 0 gold and cannot be sold.

Nothing, however, is said about Vanities. Given the second quote from the guide, and given that Vanities largely represent buying businesses, homes, and well "vanities" to represent things that happen during down-time, can Vanities be "sold" (for half their PP purchase cost, as per normal selling-back rules) to be put towards the PP a character might be able to use towards getting raised from the dead?

Example - say my character, Captain Julian Ignatius John Patrick "Black" Ramsey (his middle name is another line - don't ask) dies, but only has 11 PP available. Faced with the choice of "y'er money of y'er life", he'd probably choose to sell his beloved ship, "The Ardent Lady" to pay for the cost of bringing him back from the dead (given his religion, the afterlife might not be as kind to him if he hasn't made some sort of great achievement in piracy before he joins Besmara on her black ship). Likewise, my Chelaxian slave-merchant would definitely choose to give up his control of his caravan to a fellow Chelaxian if it bought him the "clout" needed to get raised from the dead.

Unlike my last question, I'm not sure anything in the PFS Guide or Field Guide talks about this, so I'd love for opinions (possibly Mike or Mark depending on how discussion goes?).

Thanks very much!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

This is a question that came up during Gen Con right before an ill-fated attempt to tackle

Spoiler:
The Temple of Empyreal Enlightenment

when the GM hinted that he hoped we all had 16 PA available. I wondered aloud:

"I wonder, if you have 14 PA but die during the scenario, do you get those 2 PA (assuming a successful mission)." The GM mentioned that such is spoken about in the Guide/FAQ/Forums and yes, you do.

But then I pondered aloud:

"What if you have 12 PA instead, and even with the ones you get from the mission when you died you're left with 14 PA. If you GM games as often as you play, can you apply GM credit to 'dead' characters until they have enough to afford a raise via gold or PA?"

The response around the table was unanimous - "Good question, no idea, that's one for the forums and probably Mike and Mark."

And so, less-than-epic sleep-deprived-tale later, here we are.

I know that death is part of the game, but every once in awhile people have a character they just *love* and want to play to a "fitting" end - for those people, can they apply GM credit to their dead character in order to afford a raise/res/etc?

Thanks!

Shadow Lodge *****

1 person marked this as FAQ candidate.
Pathfinder Adventure Path Subscriber

Note - this question is specifically about a ruling for PFS play not general rules discussion. Thanks!

So for gunslingers, bullets/powder cost/availability rules are pretty simple. UE even went so far as to not list silver/adamantium bullets anymore since the costs of those come from the special materials section for ammunition costs, etc.

However, alchemical cartridges are a little different:

Ultimate Combat wrote:
Alchemical Cartridges: An alchemical cartridge is a prepared bundle of black powder with a bullet or pellets, sometimes with more exotic material added, which is then wrapped in paper or cloth and sealed with beeswax, lard, or tallow. There are many types of alchemical cartridges, the simplest being the paper cartridge—a simple mix of black powder and either pellets or a bullet.

Now, in PFS characters cannot craft their own ammunition but can still obtain it, so...

The question - Is it possible to have the "bullet" that's wrapped up in a cartridge be of a special material, such as cold iron, silver, adamantium, etc?

In a home game this would just be up to the DM or would be a craft check, but it's not clear how that might go in PFS.

(My assumption is that the answer is no, but given how gunslingers I've seen and the one I play rely so much on the cartridges to be effective in combat, and having experienced a situation where having cold iron cartridges might have saved another character's life...I felt the only responsible thing to do as a player is to check up on it.)

Thanks in advance!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Hi,

Sorry for posting this here but I'm not sure where else to do it to try and get it seen best - "Ambush in Absalom" doesn't appear to be something that can be selected for "Create your event". Is this something that can only be run in conjunction with another scenario, or is this something that just got missed by accident?

Thanks very much!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

Hi,

So, I ran "We Be Goblins" as my last time being a GM up here in IL (although I'm going to help mentor a friend who wants to try out being a DM tomorrow night while playing for a change). When I reported it, I listed 1 prestige for all involved since that's how the WBG rules download states it should be done.

However, when checking the session I saw that the system awarded me 2 prestige and +2 towards my GM rating - shouldn't these be 1 each?

Thanks very much!

*Edit* Not that I mind having my first GM star while still playing locally with my friends, but if this is an error I don't want to take advantage - would rather get it properly.

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

I know that all PFS scenarios are geared to be 3-5 hours, but the more I play I'm noticing that some decidedly stray to one extreme or the other.

I've promised my friends locally that I'd run a game tomorrow and another one on Monday before I move on Tuesday, but due to some fun antics with movers, the amount of time for tomorrow's game is more like 4 hours than the original 6, so as a result, I'd like to ask your general opinion on a few shorter scenarios that I could run for my players tomorrow, if anyone's got a few ideas?

(Note, most of them have already played Slave Pits of Absalom, which IMHO was pretty short).

Thanks very much!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

So, I was thinking of running Master of the Fallen Fortress for my local players next week, and an odd thought occurred to me -

A few of the locals have level 1 characters with 1-2 chronicle sheets on them already. Since a module gives 3xp, if they have a level 1 character with 1-2 xp, can they even partake in the module?

My first instinct was "yes" but I wanted to make sure.

Thanks very much!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

I'm too busy trying to finish figures and diagrams for my thesis, but if someone good with photoshop out there wants to have some fun, the coincidence of this photo's "surroundings" could make for an awesome "recruitment poster" for Cheliax.

This would fit the bill for an amazing Inquisitor, don't you think?

BEHOLD!

Shadow Lodge *****

2 people marked this as FAQ candidate. Staff response: no reply required.
Pathfinder Adventure Path Subscriber

Sorry for so many (*cough*Dragnmoon*cough* got it this time) newbie GM questions lately, but this one confused me...

FAQ wrote:
If the GM is taking credit for that session as part of his GM Rewards, then add the GM's character to the bottom of that session's report.

When I reported my first game as a GM, I plugged in my character number in the GM section up top and it auto-populated with the correct faction of my character - do I also add my own character to the bottom of the report?

Thanks!

Shadow Lodge *****

Pathfinder Adventure Path Subscriber

I know that there are no dumb questions (sorry Dragonmoon), but I had two might-be-super-simple ones:

1 - One of the players for the game I just ran didn't show, so I had to print off and run a level 1 pregen to make legal table size. When I report the event, how do I indicate that?

2 - The Guide says:

"Guide to Pathfinder Society Organized Play wrote:

You cannot receive more than 1 player Chronicle and 1

GM Chronicle for the same scenario, regardless of how
many times you GM or play the scenario.

So that means that for the scenario I ran today I get a GM chronicle sheet to apply to one of my level-appropriate characters. It's a tier 1-5 so I know I can play it with level 1 characters for-credit. I can play this scenario too with one of my non-level-one characters once (just not the one I applied the GM chronicle to), but if I GM this one again, do I get nothing?

Thanks very much!

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