Jiggy Concerning Expanded Arcana, The way I am Interpreting how it affects the Arcanist, is that it allows for an extra slot in which to prepare a spell.
Well, Jiggy, these rules are brand new taken from a post. My assumption is that it is a "rough draft", and with a rough draft we do the best we can to interpret how these new rules will fit this complex system we call a game. Concerning the two Arcane points you are most likely correct.
I didn't know you could only take Extra Channeling once.
I am sure things will be clarified with the next Playtest document.
Again, thank you for taking a look at things and picking up things i missed.
Jiggy, it wasn't a PFS game. I used a freshly minted PFS character of mine an arcanist, along with 3 iconics to give a base line. I thought To delve dungeons deep would also give a good baseline because most everyone is familiar with it.
Hmm I will have to check this out Jiggy thank you.
Most likely i was changing something around and forgot to delete things in the word document.
The two reservoir points...From the revised post "gaining a number of points equal to 1+1/2 her arcanist level" I think the rule pattern I have often seen is where the 1/2 is often rounded to a 1. So I assumed that would mean 2 reservoir points.
regarding the three prepared spells I thought i had typed in the Expanded Arcana feat. from a previous playtest the character had spell focus evocation. I missed that
"feats and other effects that modify the nmber of spells known by a spell caster affect the number of spells the arcanist can prepare". I think the Expanded Arcana feat would allow the arcanist to prepare a third spell.
The two exploits...I thought i had only typed Dimensional slide. I think i was considering the counter spell exploit, but settled on the dimensional slide. I guess i forgot to erase it.
Again Jiggy thanks for spotting the descrepencies.
Well on on the 25 I "replayed" a game with an arcanist and used the arcanist in the playtest document. On tuesday the 3td, i played with the revised rules. I printed out the revision from the post, forgot it on my desk, then while playing at the game store, looked up the post on my iphone, and used that. The GM, who is the local VC, was fine with that.
I hope this helps
Patrick and Ryogowilder, thank you both. for help with the pronounciation and everything. That arabic script looks cool :D
I may just change my character's name to Saif al-Jin bin Nar
It's nice to know i didn't just put down some gibberish.
Does anyone speak Arabic?
My newest PFS character is an IFrit Arcanist.
His name, i got from a site that translated english to arabic using latin letters.
Apologies in advance for butchering Arabic.
Here is his name.
Ma'aas al Gin Bin Naar,
I believe it means Scimitar of the Gin (Genies) son of Flames.
Is it nonsense? is the name potentially offensive?
How do you pronounce the words in the name? Ma'aas or Naar for example?
Takesis, you need a printed copy of the advanced Class play test document. found here link. I think you can also bring a copy on your tablet/ laptop. What you really need to do is to be able to show the GM the rules you are using. Paper is often easiest.
I hope this helps
Takhesis, here is a link to my character if you would like to see it. I realize I haven't updated it recently. Link
I made some mistakes like choosing Transmutation and Conjuration as opposition schools.....but i picked up the slack with clerical versions of Summon Monster spells, and bulls stregnth etc. And my character has Selective Channeling, and Turn undead, excellent feats for a cleric, perhaps not so good for a mystic theurge.
This character was "organically" grown. The first three levels were cleric, then on a whim i took a level of necromancer at 4th level. I was only expecting to play this character once a year at our local convention in Vermont called Carnage on the mountain, so i wasn't initially worried about planning ahead.
I guess to answer your question, I focused on having utility spells, party boosting spells, some summoning spells.
I guess i played the character pretty much as a wizard. staying in the back of the party and casting spells. I found for example, having 3 or 4 bless spells memorized worked very well for PFS, because at each fight i could toss a bless spell out. I found i had no shortage of spells so I could keep casting something at almost every combat. I just didn't have any "show stopping" spells.
I found my MT worked best when the party had a cleric and a wizard. I could then focus on the spells they were not carrying. I could focus on utility spells.
At low levels...having only 2nd level spells to work with was a challenge, you end up getting creative. I used Spectral hand to deliver cure light and moderate spells, also buff spells like bull's Str etc. you can do interesting things having both spell lists to draw on.
Like you, I would love to play an Oracle/Sorcerer MT, but I'm not sure how to make it work.
I see you are constructing your MT build using the new FAQ rules. Lets see. a Sorc 1/ Oracle 4 MT x would get their spells.....
Why not give it a try? sometimes people get too hung up on "optimization".....I am a VC in Pathfinder society, I have GMed quite a bit...and now I have 21 characters ranging from 14 level down to 1st level. I think i have a character at almost every level. Some builds have been effective (11 level inquisitor archer) some allot of fun (gnome rogue 2/ alchemist (chirgeon) 9th), and some well I don't think they work so well (monk 4/ fighter 4/ sorcerer 1)
So I would say give it a try. Have fun.
Redward, Thank you I didn't think anyone had read the write up.
I think it is as important to take the new character classes out to see how they work, as it is to see how the character classes fit into a 4 man party.
Yep the luck of low Initiative helped my character to conserve resources.
I was nervous enough to spend 75 gp of my starting 150 gp on a scroll with Grease, Obscuring Mist, and Color Spray.
I am going to try and do another play test, most likely at 4th level.
Makarion, I began playing this character in November of 09. I played through the "Seeker" or as it was called the "Retirement" arc called Eyes of the Ten. Afterwards my character was at 13.2 level. Last year I then got to play in a Race for the Rune Carved Key special and that last Xp put my character up to 14 level. A couple of months ago, I got to play in the special "Siege of the Diamond City" so my character has one more XP 14.1.
Unless I find a group to play through the module Academy of Secrets, I will most likely only play this character at the convention specials one a year.
Lazer X thank you. My original idea, when i first made the character back in 09, was to have a character who could both turn and command the undead ( with levels of cleric, and the turn undead feat, and levels of necromancer with command undead.) My Idea was a character who manipulated both positive and negative energy in a "ying and Yang" way. Life and death were part of the same natural cycle, and to better understand life, you needed to also understand the forces of death, so on and so forth. I really liked Pharasma, how she over saw births, and death, and prophesy. The beginning the end and what might be. I realized a split class character (wizard/ cleric) wasn't going to work. (after 3 levels of cleric and 3 levels of wizard) then I went into Mystic Theurge.
I now realize what I really needed was the Vercatile channeler feat....or perhaps the White Necromancer...
But I have fun with the character. perhaps if i make another character i will use one of those options.
The party continues to explore
The party procedes into the SW corner of the room they find a small chamber. This cramped chamber stinks of something worse than rotten eggs. A black mildew covers the walls and the three doors that lie beyond the entrance. Each has a small metal slot at its bottom, but the latched covers long ago rusted away..
Harsk asks “Mirisiel would y ou be so kind and check out the door. “
A horrible stench emenates from the chamber beyond. Mirisiel covers her nose “ oh gods what is that stench”
He finds that these are cells, and in one of them is a skeleton in Tien stile armor. He finds a small scroll with the Li crest on it. He tucks it away.
Cracked and crumbling frescos line the walls of this large empty room. The sections of the frescos not destroyed by the passing ages show Qadiran men engaged in battle. A rough stone tunnel leads off to the northwest, as if the ground simply cleft in two ages ago. A pile of bones rests just inside the passage.
As Harsk passes by the pile of bones there is a clattering as a skeleton rises from the pile of bones and attacks.
Kyra Rolls 14+0=14
Mirisiel Rolls 3+6=13
Skeleton rolls 7+2= 9
Harsk Rolls 4+3= 7
Ma’aas: Rolls 2+1= 3
Kyra holds forth her Holy symbol and and says “ In the name of our lady of Dawn, Sarenrae Begone!”
Skeleton will save rolls 2+2=4 fails
Channel energy damage Rolls 4+1=5
The skeleton is burned to ash in a blinding flash of light and fire.
Ma’aas smiles and comments “ Thank you Kyra, The Dawn flower is powerful indeed. I am glad you are with us. “
Kyra inclines her head “ I am just a humble servant, Thanks be to Sarenrae.”
This crossroads of stairs has one dominant feature: a crumbled statue in the southeast corner, once the image of a proud warrior chiseled roughly in granite. The statue’s helmeted head now rests on the floor, its lifeless stone eyes gazing toward the south. On the helmet, a single Kelish word is carved in the stone. The wide stairway to the north leads to a passage that ends in a cave-in ten feet past the foot of the stairs.
Ma’aas kneels and examines the head of the statue on the ground. On the head he sees another Kelish word “ Earth” he says in Kelish, and in Taldane, Ma’aas says” Earth is written on the helmet, perhaps we shall find statues dealing with the other four elements.
The floor of the statue begins to shake and vibrate, and Ma’aas hears a sound not unlike a freight train, and out of the earth emerge a pair of stony arms head and torso. For eyes this creature has emeralds. It inclines its head to Ma’aas. In Taldane Ma’aas says “its an earth elemental, I think the residual energy in the statue summoned it forth from the elemental plane of earth. I think it will serve me for the duration of its summons. “
The party proceeds north down a few steps to a door.
Mirisiel goes up to the door and listens, checks for traps then tries to disable the lock on the door
This room has a wide corridor exiting it toward the north, and a door to the south. Barrels and boxes of supplies fill the cramped chamber.
Mirisiel begins searching
Perception 6+7=13 VS DC 20 fails
Thee is another exit to this room. The doorway is also locked
Mirisiel goes to listen at the door
She hears voices on the other side of the door.
She steps away from the door and tells the party “ I hear voices on the other side of the door but I don’t understand the language”.
Ma’aas suggest “ well my stony friend here” indicating the earth elemental” can pass through these stone walls. He reconnoiter the next room and let us know what is there.”
Harsk comments “ Well laddie that’s good, then we can make a plan, instead of just kicking in the door”.
M’aas turns to his elemental and asks in Terran “ My friend go through the stone and look into the next room, tell us what you see”
With out a workd the elemental glides into the stone wall and merges with it.
A moment later it returns and tells Ma’aas that there are four little scaley creatures and one larger creature and a stone stature that is breathing fire.
Everyone readies their weapons. Ma’ass tells his earth elemental to go through the wall and attack from behind. Mirisiel quietly opens the door and Harsk rushes in, followed by Kyra and Ma’as
This large room was once two, but the wall between them has been partially torn down, and the broken door now serves as a makeshift altar. The candles and strange statues that decorate it all face the dark alcove beyond the broken wall.
Feltzer rolls 19+7=26
Feltzer hides behind the Dragon fire statue Stealth roll 2+17=19. Goes on delay.
Ma’aas moves into the room and casts Color spray on the kobolds
Kobolds -1 will.
One succeeded the rest have fallen insensate to the floor.
The Earth Elemental passes by the Dragon Statue
Perception check Elemental rolls 15+4=19 VS DC 19
and he spots the Skulk hiding there.
Elemental slams the skulk with one of his fists.
Elemental rolls 20 +6=26 Possible crit
Feltzer comes off of delay, and takes a 5’ step away from the earth elemental and casts color spray
Earth elemental rolls 14 +3=17 vs dc 13 saves.
Harsk moves over to the remaining Kobold and attacks with his battle axe
Harsk rolls a 15+3=18 hits
Mirisiel double moves so she is flanking Feltzer with the earth elemental
Kyra moves into the room and casts bless.
Feltzer withdraws from combat with Mirisiel, he moves over to the well in the back of the room and begins climbing down the well.
Ma’aas tells his earth elemental to go and fetch the Skulk. It sinks into the floor. From the well head the party hears a squak and a thump, and then the earth elemental rises out of the well with the mangled remains of the skulk.
The party is able to retrieve the katanna and they leave.
My thoughts on the Arcanist:
It plays much like a wizard. Perhaps I will see more of what an arcanist is able to do at higher levels.
I only worry these new classes don’t make the core classes obsolete.
I believe with the new FAQ, you might be able to use the Daylight spell of the Asimar race to qualify for the 3rd level arcane slot, and get into the class, with 1 level of an arcane casting class, and 2nd level Divine spells ( perhaps 3rd level cleric, 4th level oracle.
Is the Mystic Theurge worth it?
I have a 14 level Mystic Theurge in PFS. He is a 3rd level cleric of Pharasma/ 3rd level Wizrd Necromancer / 8th level Mystic Theurge.
I have enjoyed playing the character. In terms of role playing he is a "priest' of Pharasma.
He uses his necromancy as a tool to combat the undead. He never animates the dead.
In terms of spell casting, he uses summoning spells, and buffing spells for the party. He also has plenty of utility spells as well ( Dark vision, See invisibility, Invisibility purge) etc.
I guess i use him to support the rest of the party.
The first few levels are a challenge to get through. With a clric3/wizard/ MT build, you hit third level spells at 8th level, 4th level spells at 9th level, Fifth level spells at 11 level, and sixth level spells at 13 level. Things get interesting the higher level spells you have access to.
Some interesting spell combinations....
Haste, Prayer, Bless, curse, Slow.
Spectral hand..... use to channel touch spells. If used in conjunction with an Arcane Eye spell, you can go into other rooms, with the arcane eye, and keep the spectral hand in sight so it doesn't wink out. I would also use spectral hand to deliver cure spells. I would also use Spectral hands to deliver his Domain ability: Gentle Rest, Rebuke undeath...and his necromancy school ability Grave touch.
I found through the cleric class, i got earlier access to nice 5th level spells like true seeing, plane shift, 4th Scrying, bestow curse.
I know some people will say simply play a witch.....
All in all, I enjoyed my mystic theurge character. I hope this helps .
Battle clean up healing, tracked resources etc
Kyra has taken 10 points of damage
channeled energy 1
Kyra casts Cure Light wounds on herself.
Kyra Rolls 8+1=9. She is healed 9 hit points.
Before the party is a grey Steel Door, on it are the symbols of air Water and Fire.
Harsk asks “ Mirisiel, Lass, would you check the door?”
Mirisiel goes forward and begins searching for traps and working on the lock.
Mirisiel rolls 8+8=16
Disable Device Skill
Mirsiel Rolls 18+8= 26 vs DC 20 Success
Party dungeon exploratiosn
“Harsk No traps. And the door is now open”
The party heads into Asad’s keep. Harsk takes point followed by Merisiel, then Ma’aas, then Kyra.
Attached to the north wall at this corridor junction is the relief carving of a giant face. The relief is that of a Qadiran man with a billowing beard. His eyes are closed, and his lips are parted, as if he were blowing out a flame. His lips frame a deep hole in the wall. The paint once adorning the relief is chipped and faded, but traces of its brilliant blues and pristine whites are still visible here and there. On the man’s forehead is a single Kelish word, carved in a flowing script.
Harsk looks at the word and asks “Ma’aas Lad what does that word say?”
Ma’aas replies, “ It is Kelish, the language of my homeland Qadira. This is the word for Wind.” (Ma’aas says in Taldane)
Ma’aas casts Mage armor on himself.
His curiosity satisfied Harsk presses on. He heads to the left.
This large room is dank, and a strange draft flows through it carrying with it a foul odor. Rubble is strewn here and there. A strange, slimy slick glistens down the western wall. Near the slick is a wooden door. The only sound in this room is a faint drip echoing from deeper in the dungeon.
As the party begins exploring the room, Harsk drifts over to the western wall. The slimy slick peels itself off the wall and resovles itself into a giant Amobea and attacks
Ma’aas: Rolls 20+1=21
Mirisiel Rolls 14+6=20
Kyra Rolls 12+0=12
Harsk Rolls 7+3=10
Giant Amoeba Rolls 13-5=8
Ma’ass moves forward and casts Burning hands
The Amoeba takes 3 ponts of damage
Mirisiel draws her rapier as a move equivalent action and with her standard action attacks the Amoeba.
Mirisiel rolls 7+4=11 Hits
The Ameobe expires
Notes on fight. The Arcanist is playing like a wizard so far. Much more to explore
David Montgomery wrote:
That was one tough fight!. David I thought you were playing a cleric of mephistopholese? you were playing a witch? I remember we called it the "Hamster ball of Doom" :D
Here is an unofficial fan mad map of Golarion. I hope this helps. It might give you some ideas about what is around Iobaria. In the Pathfinder Adventure Path #33 the Varnhold Vanishing there is an excellent gazateer on the whole of Iobaria. I hope this helps
After a night of revelry at Amari Li’s snap dragon festival, our newly minted pathfinders head out across the cairn lands to Asad’s Keep.
The previous night while talking with their hostess, Amari Li, she requested that the pathfinders retrieve a family Heriloom for her, a Jade Katanna. They also talked with Major Colson Maldris of the Andoran Eagle Knights, he commented that slavery should be eradicated in all of its forms, and perhaps undeath was the worst form of slavery. He told them to be ware of the walking dead. The party also met trade prince Aaqir al’Hakam. He requested the party retrieve a deed and any trade agreements they might find in the ruins.
The next morning, a brisk fall day, with a brightly lit cobalt blue sky, and a stiff wind blowing across the rocky cairn lands, our pathfinders approach Asad’s keep. There are 4 pathfinders in this group. There is Harsk, a dwarven ranger, Mirisiel, and elven rogue, Kyra a cleric of Sarenrae, and Ma'ass al Gin bin Naar an Ifriti Arcanist from Qadira.
Harsk in point position is leading the party across the Cairnlands Mirisiel clutches her temples “ we are going into a dungeon, why did we have to start so early…its so bright.? And Harsk don’t start quoting all that about early birds and worms!” Without turning around Harsk replies “ Well Mirisiel, I just thought it would be easier for Kyra to cross the Cairn lands during the day. Also there are probably all sorts of things that shuffle about these cairn lands at night”. Merisiel sticks her tongue out at the back of Harsk’s head. Harsk continues on.
Kyra comments “ Miri, I warned you about how potent that rice wine was last night….but you were intent on draining several jugs ….here drink this. It will help” Mirisiel drinks from the mug Kyra hands to her and makes a face. “Its water and herbs….bleh” Mirisiel grumbles…..“Keep drinking” Kyra says. Mirisiel finishes the drink with further complaint.
Kyra comments “ Ma’aas, my friend you are fairly quiet this morning.” Ma’aas replies “ A couple of months ago I was with another group of pathinders in Trollhiem, in the land of the Linorm Kings. We were trying to track down a scholar and deliver to him some books to him from the Grand Lodge. The group felt Venture Captain Drendle Dreng needed a progress report before they headed deeper into the wilderness, and they sent me back to Absalom. So here I am. You never know where be sent next or whom you will be sent with”. Kyra replies “True enough”. Ma’aas continues “ at least we are in a more reasonable climate, not one covered in ice and snow”.
At the end of the gully, about fifteen feet above the ground on a cliff face, is an ancient, ironbound door. Its wood is dried and cracked. Directly in front of the door is a steep slope of rubble and dust-crusted debris that, as luck would have it, provides a path—albeit a rough and difficult one—right up to the door.
Climb checks: DC 10
Harsk Rolls 17+2=19 succeeds
Mirisiel Rolls 8+5 = 13 succeeds
Kyra Rolls 18+2(-2 armor check penalty)=16 succeeds
Ma’aas: Rolls 19 -1=18 succeeds
The party successfully climbs up the ravine to the door.
Harsk Rolls 15 +6=21 succeeds
Mirisiel Rolls 3+7 = 10 Fails
Kyra Rolls 9 +3 =12 Fails
Ma’aas: Rolls 5+1=6 Fails
Harsk is the only one who notices the Ghoul as it hopps down from the top of the cliff and lands amidst the group. He draws his Axe.
Interaction with Ghoul
“How long will it take you all to cure, I wonder? You seem so full of life, and I am oh so hungry.” Maurit Zergo the ghoul rasps. She recognizes Ma’aas, then notices that the group before her are pathfinders. “Ma’aas, it is I, Maurit Zergo, Don’t you remember me from our novice training at the Grand Lodge? I’m a Pathfinder as well, even in this horrid form. I can help you, if you will take the help of someone as damned as I.” She almost seems normal and living for a second, but soon shambles back to her crooked slouch.
Shocked, Ma’aas replies “ Maurit, Is that you? What has happened to you?”
DC 15 knowledge Religion check to recognize recently turned ghoul
Kyra Rolls 11+4=15 Suceeds
Kyra declares as she holds forth her holy symbol of Sarenrae, “ The poor wretch has recently risen as a Ghoul, The best thing we can do for her is to send her spirit to the Halls of Pharaasma! May your defiled form be clensed by the fires of Sarenrae!”
Mirisiel Rolls 19+6=25
Maurit Rolls 19+3=21
Kyra Rolls 10+0=10
Harsk Rolls 7+3=7
Ma’aas: Rolls 1+1=2
Mirisiel takes a 5’step to get behind Maurit and into a Flanking position with Harsk (whom isn’t flat footed)
Move action she draws her Rapier
Standard action she attacks with her Rapier
Vs. AC 17
Mirisiel Rolls 14+4+2=20 Hits
Damage Roll: 5+2+6=13
Maurit HP: 19-13=6
Maurit Lashes out with her teeth and claws
Claw attack Kyra Rolls 17+4=21 vs FF AC of 16 Hits
Claw Attacks Harsk Rolls 2+4=6 vs AC 16 Miss
Bite Mirisiel Rolls 4+4=8 VS AC 17 Miss
Kyra Channels Positive Energy to harm Undead: Rolls 6+1=7 Will Save DC 12 Maurit rolls 6+4=10 Maurit Fails. She takes 7 points of positive energy damage, with 6 HPS left she is destroyed.
Thoughts: Well none yet, the combat ended before Ma’aas the arcanist could really do anything.
I am curious to see how an arcanist fits into a traditional 4 man party. I am going to run my own newly minted PFS character through Intro 2: To Delve Dungeons Deep with 3 other Iconics: Harsk, Marisiel, and Kyra.
Here are the statistics of each character
LN Medium humanoid (dwarf)
Init +3; Senses darkvision 60 ft.; Perception +6
--------------------------------------------------------------------------- ---AC 16, touch 13, flat-footed 13 (+3 armor, +3 Dex); +4 dodge vs. giants hp 12 (1d10+2)
Fort +5, Ref +5, Will +2; +2 vs. poison, spells, and spell-like abilities
Speed 20 ft.
Melee battleaxe +3 (1d8+2/×3)
Ranged heavy crossbow +4 (1d10/19–20)
Special Attacks +1 on attack rolls against goblinoid and orc
humanoids, favored enemy (giants +2)
Str 14, Dex 16, Con 15, Int 10, Wis 14, Cha 8
Base Atk +1;
CMB +3; CMD 16 (20 vs. bull rush, 20 vs. trip)
Feats Rapid Reload (heavy crossbow)
Skills Appraise +0 (+2 to assess nonmagical metals or gemstones),Handle Animal +3, Heal +6, Knowledge (geography) +4, Knowledge (nature) +4, Perception +6 (+8 to notice unusual stonework), Stealth +6, Survival +6 (+7 to follow tracks); Racial Modifiers +2 Appraise to assess nonmagical metals or gemstones, +2 Perception to notice unusual stonework; Armor Check Penalty –1
Traits killer, resilient*
Languages Common, Dwarven
SQ track +1*, wild empathy +0
Other Gear studded leather, battleaxe, heavy crossbow with 30 bolts, antitoxin, backpack, signal whistle, teapot, trail rations (4), 7 gp * The effects of this ability are already calculated into Harsk’s statistics.
SPECIAL ABILITIES Favored Enemy Against giants, Harsk gets a +2 bonus on weapon
attack rolls and weapon damage rolls. He also gains a +2 bonus on Bluff, Knowledge, Perception, Sense Motive, and Survival skill checks against giants, and can make Knowledge skill checks untrained when identifying giants.
Killer When Harsk confirms a critical hit, he deals an additional amount of damage equal to his weapon’s critical modifier (+3 with his battleaxe or +2 with his heavy crossbow). This additional damage is added to the final total and is not multiplied by the critical hit multiplier itself.
Female elf rogue 1
CN Medium humanoid (elf)
Init +6; Senses low-light vision; Perception +7
--------------------------------------------------------------------------- --- AC 17, touch 14, flat-footed 13 (+3 armor, +4 Dex)
hp 10 (1d8+2)
Fort +2, Ref +6, Will +1; +2 vs. enchantment
--------------------------------------------------------------------------- -----Speed 30 ft.
Melee rapier +4 (1d6+2/18–20)
Ranged dagger +4 (1d4+2/19–20)
Special Attacks sneak attack +1d6
--------------------------------------------------------------------------- ----- Str 14, Dex 18, Con 12, Int 10, Wis 12, Cha 10
Base Atk +0; CMB +2; CMD 16
Feats Weapon Finesse*
Skills Acrobatics +7, Climb +5, Disable Device +8, Escape Artist +7,Knowledge (local) +4, Perception +7 (+8 to locate traps), Sleight ofHand +8, Stealth +7; Armor Check Penalty –1
Traits forlorn*, reactionary*
Languages Common, Elven
SQ elven magic*, keen senses*, trapfinding* +1, weapon familiarity
Combat Gear acid, alchemist’s fire; Other gear: studded leather,
daggers (6), rapier, backpack, hooded lantern, oil (5), silk rope (50 ft.), thieves’ tools, 13 gp * The effects of this ability are already calculated into Merisiel’s statistics.
Female human cleric of Sarenrae 1
NG Medium humanoid (human)
Init +0; Senses Perception +3
AC 16, touch 10, flat-footed 16 (+4 armor+2 shield)
hp 13 (1d8+5)
Fort +3, Ref +1, Will +5
Speed 30 ft.
Melee scimitar +2 (1d6+2/18–20)
Ranged sling +0 (1d4+2)
Special Attacks channel positive energy 5/day (DC 12, 1d6 +1
Domain Spell-Like Abilities (CL 1st; concentration +4)
6/day—rebuke death (1d4)
Cleric Spells Prepared (CL 1st; concentration +4)
1st—bless, cure light woundsD, shield of faith 0 (at will)—detect magic, light, stabilize D Domain spell;
Domains Healing, Sun
--------------------------------------------------------------------------- ---Str 14, Dex 10, Con 12, Int 11, Wis 17, Cha 14
Base Atk +0; CMB +2; CMD 12
Feats Selective Channeling, Toughness*
Skills Diplomacy +6, Heal +7, Knowledge (religion) +4;
Armor CheckPenalty –2
Traits deft dodger*, flame of the Dawnflower
Languages Common, Kelish
SQ aura (faint good), spontaneous casting
Combat Gear scroll of endure elements; Other Gear chain shirt, Steel shield, scimitar, sling with 10 bullets, backpack, wooden holy symbol,
waterskin, 6 gp
* The effects of this ability have already been calculated into Kyra’s statistics.
Ma'ass al Gin bin Naar
Male Ifrit Arcanist 1
English translation of name in Arabic: Scimitar of the Genies, born of Flames
CG Native Outsider
Init +1; Senses Perception +1 (Dark vision)
-------------------- DEFENSE --------------------
AC 11 (15 with mage armor) Touch 11 Flat Footed 10
Fort +1, Ref +1, Will +3
-------------------- OFFENSE --------------------
Spd 30 ft.
Weapon: Dagger (Jambiya) Melee -1 Ranged +1 (1d4-1)
Ranged of thrown dagger: 10’
Freezing ray, Detect Magic, Read Magic, Prestigitation
Spells per day 3 first level spells
Spells Prepared 3
Spells Burning Hands, Color Spray, Mage Armor
Spells in spellbook: Burning Hands, Color Spray, Identify, Mage Armor, Magic Missile, Snow Ball
-------------------- STATISTICS --------------------
Str 9, Dex 12, Con 12, Int 16, Wis 12, Cha 16
Base Atk +0; CMB +1; CMD 10
Feats: Spell Focus Evocation
Traits: Eastern Mysteries, Elemental Pupol: Fire
Skills: Craft: Sculptor +7, Knowledge Arcana: +7 Knowledge Engineering: +7, Knowledge Planes +7, Linguistics +7, Spellcraft +7
Languages: Taldane (common), Kelish, Ignan, Auran, Terran
Arcane reservoir: 2 points
Arcanist Exploit: Dimensional Slide 10’
-------------------- TRACKED RESOURCES --------------------
Spell Like ability: Burning hands 1/day
Gear: Wizard’s kit (back pack bed roll belt pouch flint & steel, ink, ink pen quill, iron pot, mes kit, soap, spell component pouch, torches 10, Trail rations 5 days Water skin) 21 lbs, 1 dagger, 1 Potion of Cure light wounds, Scroll 3 spells: Grease, Obscuring Mist, Color Spray.
3 gp left.
We shall see how things go. The next post will have The PC's first combat
Arcanist Level 1 Playtest
On Tuesday night I was invited over to a friends house to play PFS and play test some of the new character classes. Todash and Sam Pollak were both in this group.
We played #2-15 Shades of Ice Part 1: Written in Blood.
Our party consisted of
An Elven Investigator
A Half Orc Skald
A Warpriest of Cayden Cayllen
And an Ifrit Arcanist.
I had allot of fun playing (It was a replay for me) through the scenario.
On the whole I think our party worked pretty well. The warpriest did a good job being the “hard point” for tohers to try and pound on. The Investigatero took on the role of “stealth” and lock pick, The Shaman did a good job healing, and the Skald…Rigg the long tooth was the “life of the party”.
my character, Ma'ass al Gin bin Naar, an Ifrit Arcanist who hailed from Katheer in Qadira spent quite a bit of time complaining about the cold..and shivering. He almost passed out form the cold.
As for the Arcanist class, I found it fun to play.
Here Is my Character.
Ma'ass al Gin bin Naar
(Scimitar of the Genies, born of Flames) in Arabic, or at least what a translation site told me.
CR 1 Male Ifrit Arcanist CG Medium Humanoid (Human)
Init +1; Senses Perception +1 (Darkvision)
-------------------- DEFENSE --------------------
AC 11 (15 with mage armor) Touch 11 Flat Footed 10
Fort +1, Ref +1, Will +3
-------------------- OFFENSE --------------------
Spd 30 ft.
Weapon: Dagger (Jambiya) -1 Melle +1 Ranged (+0 Bab, -1 Str, +1 Dex)
Fire Bolt +1 (1d6+1) Range: 30
-------------------- STATISTICS --------------------
Spells Burning Hands, Color Spray, Comprehend Languages, Identify, Mage Armor, Magic Missile, Snow Ball
Gear: Wizard’s kit, 1 dagger, 1 Potion of Cure light wounds, Scroll 3 spells: Grease, Obscuring Mist, Color Spray.
I enjoyed playing my Arcanist.
The first day my character had Mage Armor and Burning hands prepared.
In the first battle of the scenario, my character was able to cast mage armor in the first round, and in the next round, to cast Burning hands to good effect, using eastern mysteries, and spending a point of blood focus to make the spell more difficult to save against, and to increase its caster level. My character also went through the color spray, and greese spell on his scroll In the third and 4th round of the battle.
All In all I enjoyed my Arcanist. I felt he fit in the “wiard/ Sorcerer” role in the party. I think the Arcanist did a good job providing Arcane support. With his Blood Focus he could also fall back on Fire bolts, from his Efreti blood line by spending points of his blood focus.
I Doubt I add anything new to what has been said up thread.
I think the situation you describe does fall within DM Fiat. As a GM it's your "job" to make a judgement call, which you did. Would I make the same judgement call you did? I'm not sure, I think I would, certainly for a 1st level character. I might for a 4th level character, but every situation is is unique, and that i where we as GMs well have to make our own judgement calls.
However as Mr. Miles mentioned you are going to get all sorts of answers to your question.
I played the Arcanist in the group.
my character, Ma'ass al Gin bin Naar, an Ifrit Arcanist who hailed from Katheer in Qadira.
His Kelishite name in Taldane means Scimitar of the Genies, son of the Flames.
How he found himself assigned to a Pathinfer mission that took him to the Lands of the Linorm
Kings he will never know.
Todash I really had fun playing with Rig the Outrageous......
and you make a good point about the Skald.
I guess I had better post my review of the character over in the Arcanist discussion.
The new direction seems interesting.
Perhaps the horse has left the barn, but I like the idea of someone with an innate spark who studied and honed his magic. This kind of reminded me of a "harry Potter" niche.
I also think it might be easier to introduce a new player to the way the arcanist cast spells when compared to the wizard. I think it will be easier to say to a new player, Here is your Grimoire, your spell book, and your character can memorize two spells first level spells for the day, you can cast either of those spells 5 in a day.
Anyways, the new direction sounds interesting. However the "lack of flavor" would allow us the GMs to put our own flavor in.
Just my two cents
Granted I have only briefly read over the Arcanist. Perhaps this has been mentioned up thread, but I was thinking this class might be good for a novice player.
I think what the arcanist does is pick what spells he wants to study and learn for the day. Then throughout the day, he has limited number of spontaneous spell slots, and he choose to cast from the spells he has prepared.
I think it would be easier to explain to a new player, that your character memorizes these spells for the day, and you get to cast 4 1st level spells to cast, and you get to pick from the 3 first level spells your character memorized in the morning.
To me the arcanist fits the "Harry potter" niche, someone born with the spark of magic in their blood, but then studies and trains to refine their inborn talent.
I find the class interesting.
Is Destroying a Fellow Player's Raised Dead / Commanded Undead an action that Constitutes PVP in Society Play?
Rhapsodic College Dropout wrote:
As a GM, I would expect the players of the characters to work out some sort of compromise, and as a player, I would try to do the same.
In PFS, i have quite a few characters.
The majority of them, while they would find necromancy and the undead distasteful, they wouldn't see red.
There are of course a few exceptions.
My 8th level cleric of Sarenrae would do his best to strongly discourage a fellow party member from desecrating the dead by animating them. When channeling positive energy to harm the undead, I doubt he would be bothered to worry about undead enslaved by an enemy or dubious ally (necromancer).
My 11 level Inquisitor of Iomedae, while not a religious fanatic, would be less then thrilled by the animation and control of the undead. If a Paladin or cleric in the party, were to object, or act against PC undead, he would back them up and actively destroy the undead. (this has happened in the past)
My 14 Mystic Theurge of Pharasma (Cleric 3rd Pharasma/ Wizard (Necromancer) 3 / Mystic Theurge). Has had to find a "compramise" between his service and devotion to Pharasma, and his study of the Necromantic Arcane Arts. He will use his necromantic spells to harry harass and harm the undead. He will use spells like command undead, hide from undead, hold undead, and his new found favorite "death to Undead"....He will never use Animate dead, either the Devine version ( He wouldn't get it anyways) or the arcane version. He will never animate the dead, but he will control undead on a temporary basis, to either turn them on their masters, or each other, and after the battle he puts them to rest.
As for other Players and PCs, I would as a player request for the other player to refrain from the animation of the undead, but wouldn't mind if the other pathfinder commands the undead.
I hope these answers are helpful.
Since "balance" is very much a matter of opinion, I think the Paizo developers have tended to keep their opinions to themselves. But I may be wrong on that.
I'm going to hazard a guess that Paizo will focus on writing adventures. I think they will deliberately leave things like the functioning of a government to us GMs....now who was it that said the inner workings of government was like the makings of a sausage....its messy.
In 99 I got to help lead a US student exchange group to New Zealand. 1/2 of my job was to photograph the high school kids and New Zealand, and the other half, was to help the group leader help "herd" the kids. We were there for six weeks.
:New Zealand was the only place I have been that has made me wonder why i live in the US. I really liked the family I stayed with, the people I met, and the scenery was fantastic for a landscape photographer.
We spent a few days in Aukland. We visited Rotorua. I also remember a cave we went into was full of little glow worms hanging from the ceiling of the chamber. They looked like little green stars.
We did our homestay for about a month in a little town called Fielding. We had a great time there. I got the chance to try and shear a sheep. I watched the other farmers do it, and thought "how difficult can it be?". We got the sheep sitting on its behind, and I was standing behind it, with my fore arm across its fore legs, under its neck. I started Shearing with the electric shears. I got about half the fleece off, and the sheep had other ideas. There was a bit of a struggle, I ended up on my but, and the sheep running around the barn bleating, and half sheared. I tried to chase it around with the shears....you get the picture...Everyone thought it was funny, and after the farmers recovered from their fits of laughter, they caught the sheep, helped me up, ( I managed to trip myself on the greasy floor boards with the electrical wire attached to the shears. ) caught the sheep in short order and finished shearing it.
We also went to Wellignton. We visited a science museum. We were staying at a youth hostel, and I remember, the other Group leader, Javaoid, a big african american basketball coach, and I had checked in on all the students, and we were ready to turn in. Everything was too quiet. We checked on them again and found that they had all left. We had to catch the high speed ferry to the south Island early the next morning. Luckily we found them in a nearby bar. With Javaid roaring at them, they all crept back to their rooms.
We also went around the south island visiting Abel Tasmen National park. I remember the rest of the group went to a glacier, while i was sick and couldn't make it. We also went to Queenstown, and to Milford Sound, and Christ Church.
All in all I had a great time in New Zealand. Out of all the places my photography work has taken me, France, Engand Germany, India, China, Brazil, I have always enjoyed exploring a new place, but at the end of my journey, i was always happy to come back to my home in the US.
It has probably been said before,
the classic Fighter Cleric Wizard Rogue Bard works. Each party member gets a moment to shine.
That might not be what you are looking for.
I don't know if there is one.
The Pathfinder Society Primer is an excellent source of information about the Pathfinder Society.
Here is a quick summation of what has happened in the society thus far.
We are in our sixth season of PFS
The season are Season 0, Season 1, Season 2, Season 3, Season 4, and now Season 5.
Season 0 was written under 3.5 D&D rules.
There was no "meta plot " that I am aware of for Seasons 0 and 1 although there were a couple of linked adventures
Throughout seasons 0, 1 and 2 there was the "Faction war".
"At present, five shadowy, nation-based factions struggle for secret and subtle dominance of Absalom—Andoran, Cheliax, Osirion, Qadira, and Taldor. These ancient and powerful nations have long been major players in Absalom’s affairs, each waxing and waning with the sands of time. Now, in the year 4710, they find themselves on equal footing in the City at the Center of the World, each poised to seize control of the city through political and economic maneuvering. They have their own unique reasons for wanting to control Absalom, but they all have one goal in common: they hope to one day turn this secret war into open and total control of the Inner Sea’s most strategically located mercantile metropolis."
Your character was part of one of those five national factions, and you would go on Faction missions to accumulate what was then called Prestige, (now Fame) and Prestige points. Which ever faction accumulated the most prestige points by year end (GENCON) won. After 3 seasons,(Season 0,1,and 2) the Andoran Faction won. The The Andran faction got a new symbol for their troubles, and their faction leader was promoted from captain to major. The Qadiran faction leader killed the Taldoran faction leader, I believe both were replaced, and the Cheliaxian faction leader, whose faction came in last was told she was in hot water. Do better or else.
In Season 2 the meta plot was called "year of the Shadow Lodge".
This was a civil war in the pathfinder society. A group of pathfinders, calling themselves the "shadow Lodge" were dissatisfied with the governing policies of the Decemverate, the council of ten who run the Pathfinder society, The policy they were most dissatisfied with was the the Decemverates desire to have powerful magic, artifacts etc turned over to the society by their field agents, then studied and if deemed dangerous locked in the vaults. The members of the Shadow lodge felt the Decemverate felt everything was dangerous and thus had everything locked into the vaults. They wanted to use the magic and artifacts for themselves, and thus increase their own power.
As you play through the shadow lodge arc scenarios every "shadow lodge" agent you come across and confront are evilly aligned ( there may be one or two neutrally aligned ones, but I cant remember them).
It is only until "Mantis Prey" the last scenario in the shadow lodge arc, you find out that Grand Master Torch started the "shadow Lodge" because he was dissatisfied with the way the Decemverate was treating their field agents, abandoning them and leaving them to horrible fates. You learn that Grand Master Torch was on a mission that went bad in Osirion many years ago, and was cursed and left for dead. He wanted to form a group of like minded pathfinders who would look after each other and keep the Decemverate in check.
Unfortunately someone named the "spider" gained control of a large portion the rogue shadow lodge pathfinders and led them into open revolt against the Pathfinder society.
Once the Decemverate find out it is Grand Master Torch behind the shadow lodge, they bring him into the fold, granting amnesty to his Shadow lodge followers, and promise that they will treat the rank and file better. you also take down the spider.
In season 3, it is called "Year of the Ruby Phenix".
In the first half of the season you are sent on missions to gather artifacts to help with the Ruby Phenix tournament.
The Ruby Phenix Tournament is a legendary martial arts tournament held once every 11 years in the fabled city of Goka, (Goka is basically the Absolom of the Dragon empires, the "Orient" of Golarion). In the middle of the season it is assumed the Pathfinder society sends a team of agents to compete in the Ruby Phenix tournament, ( the module of the same name) and win.
The within the Hao Jin Tapestry is a demiplane, where a very powerful mage had secreted away all sorts of temples, pyramids from all sorts of time sand places.
Through the latter half of Season 3, the Pathfinders explore their new demi plane. They discover an infestation of Aspis Consortium agents. The Pathfinder society then fights to drive these invaders out of their demi plane.
In doing so, at the end of season 3 they discover the existence of the Cult of Llassalla.
Season 4 takes place in Varisia. it is called "Year of the Waking Rune"
In this season the pathfinders are up rooting the Cult of Lassalla. They are uncovering the cults plans. They plan to awaken the Rune Lord of SLoth: Krune. At the end of the season they defeat Krune.
At the end of the season the Amara Li ,the leader of the Lantern Lodge, decides to return to the Dragon Empires to focus on the growth of the Lantern lodge in their home territory. The Lantern lodge is no longer a legal faction for PCs to belong to. they get a free faction change.
Also at the end of the season Grand Master Torch reveals his true colors. After cornering a resurgent "Spider", he gets ahold of a list of the possible identities of the Decemverate, and kills her and vanishes. it would appear that Grand Master's Torch rejoining the society was only a ploy to gain this information. He leaves, and the Shadow lodge is dissolved. The Shadow Lodge is now no longer a legal faction for PCs to belong to. They get a free faction change.
The Pathfinders at the end of the season also discovered the location of a Dwarven Sky Citadell. It lay in the World Wound.
Season 5 is called "Year of the Demon"
we are in the first third of the season. The Pathfinder Society is working on mounting an expedition to the newly discovered dwarven sky citadel in the world wound.
The World wound is a rift into the Abyss which is infested by Demons. Neighboring Mendev is a nation of crusaders dedicated to Iomedae. They have erected a series of artifacts called Ward Stones, which keep the Demons penned in the World Wound, unable to teleport out.
At the start of season 5, Pathfinder special #5-0" Siege of the Diamond City" , which coincides with the beginning of the Adventure Path: Wrath of the Righteous",
The Ward Stones Fail. The Demons boil forth. Currently the Pathfinder Society is helping The Queen of Mendev, and the Mendev Crusaders, defend Mendev. They are also working on mounting their expedition into the World wound to get to this Sky Citadel. I believe the Dwarves of the Five King Mountians have agreed to help the pathfinder society but I am not sure.
That is all I know so far.
Oh I almost forgot Faction Missions have been set aside. Now you have a secondary mission which you have to figure out.
Patrick I can think of a few scenarios that land in the "role playing " side of things.
How about the "dissapeared?" or the "Blackross Matrimony?" or the "Hellknight's feast?"
And one thing I enjoy about some of the season 5 scenarios is that depending on how you interact with the NPCs, the scenario can go one way or another....things can devolve into a fight, or you can negotiate your way past......
On the subject of more classes, I think this new book will be interesting. I am also looking forward to their discussion on how to create classes.
I was hoping for a hybrid Oracle / Sorcerer because you cant effectively do one with the current rules. But with the class building advice, and the examples of the hybrid classes in the Advanced Class guide, hopefully I can make my own.
I like most of what paizo has put out. I don't like everything. For example, I dislike guns and have no interest in the gunslinger. However, just because I don't like either guns or the gunslinger, doesn't mean that there are lots of people who like them. And just because I don't like the gunslinger, doesn't mean I'm not going to buy the Ultimate Combat book. I'm not going to "throw the baby out with the bathwater". I have the Ultimate Combat on my book shelf.
Am I excited about every single hybrid class being introduced in the Advanced Class guide? Well there are some I am more excited about then others. But I am still excited about the play test, and I am looking forward to buying this book.
And If there is materiel I don't like, I won't use it.
Bards and Alchemists are much in demand in Rahadoum because they can heal without calling upon divine magic.
I have a PFS gnome alchemist/rogue 2/9 who is "settling" down in Manaket to peddle his healing elixers, and "healing potions". I know no brew potions in PFS, but I can do what i want with him "off Screen" between scenarios. Soon he will have access to Neutralize Poison, Remove Disease, etc.....and with the Chirgeon archtype, he will get to add Breath of life to his elixer list.
I think you might find a feat or two in the inner sea guide for Rahadoum. I also think the Faiths and Philosophies has a few pages, feats and traits for a Rahadoumi character.
I hope this helps,
I happen to like the #0-04 The Frozen Fingers of Midnight. I like the name. You also have
:to deal with...I try to break out my best "Fargo" accent for the
:....Its a fun one.
I also like #0-5 Mists of the Mwangi, and #0-6 Black waters.
These ones ( except for Mists) are 3.5 scenarios...but they are good ones.
#1-39 The Citadel of Flame, #1-43 The pallid Plague, #1-47 darkest vengeance, #1-55 The Infernal Vault
#3-01 The Frost fur Captives, #3-19 The Icebound Outpost, #3-21 The Empyreal Enlightenment
#4-01 The rise of the goblin Guild, #4-19 The Night March of Kalkamedes.
There is also "First Steps Part 1: in Service to Lore" its a good introductory scenario with a variety of little mini "adventures " in it. It has
:....how classic is that?
Well Bill these are just a few that I can think of off of the top of my head,
I Hope every one is doing well after the Carnage On the Mountain convention last weekend.
I am putting this thread up to give us a place to talk about things and ask questions concerning
our Green Mountain Lodge.
I chose to use a thread on Paizo's message boards for two reasons:
1) it will be easy to find
2) this will mean there will only be two websites someone has to keep up with to find out what is going on in the Green Mountain lodge namely this thread on Paizo's message boards and the Green Mountain Lodge Warhorn site: https://warhorn.net/events/green-mountain-lodge-pfs.
I hope everyone enjoyed Carnage and thank you for coming.
Well perhaps one possible way is to do a story with 4 points of view characters and as the story unfolds you shift from one character to another's point of view, over the same adventure.
Urman Thank you for taking the time to respond to my post. . Hopefully these sanctions will work. But I have my doubts. It's a moot point really. I'm willing to give the game a try. We shall see how it goes.
I suppose everyone is going to have their opinion on this.
When I first saw Archtypes in the APG, I thought they were a great idea to add a bit of variation to a class. I still think they are a good idea.
I tend not to use Archtypes with my characters unless I have a very specific character concept in mind.
When I play in PFS, I find the majority of players I play with have characters with archtypes. They often have two archtypes on the same character.
I find sometimes Archtypes over specialize a character. Anyways, I think encouraging a new player to start with the basics, like character classes with no archtypes seems like a good idea.
I really enjoy Pathfinder Tales Fiction. I like the novels, and I also like the fiction in the adventure paths. I haven’t read too much of the web fiction.
My favorite novels were Death’s Heratic and The Winter Witch and Citadel of the Fallen Sky.
I also liked David Gross’s Prince of Wolves, Master of Devils, Queen of Thorns and King of Chaos.
What would I like to see? I guess I think it would be interesting to see some more of Cheliax. I would also be interested in seeing stores set in Qadira and Vudra.
I also think an story might be and ensamble storey about an adventureing party…..maby a group of pathfinders?
Just a thought.
If there was no PVP allowed I would find the game much more interesting. If PVP were only allowed by people agreeing to Duel or taking part in a conflict, I would also find that much more interesting.
I believe Audoucet has put it better then I can. I have no desire to play in a world full of psychopathic killers. I believe thats what the anonymous cloak playing one of these game provide will bring out the worst in people in terms of bullying etc.....and I'm not putting too much stock in the safe guards.
NC pvp is one of the corner stones of the game. I realize that ship has sailed. I am willing to give the game a try. Who knows, I may even like it.
As Lazer X says, Its a matter of Story.
Lets take Cheliax and Andoran. I believe Andoran's revolution is only about 40 years old.
There are two places on Golarion (oops 3) where democracy has taken root. 1) I think they are called the Palentine counties in northern Ustalav. 2) Galt, and 3) Andoran.
I don't know much about the Palentine counties, if I have gotten the name right, but I think they achieved their "revolution" because of un interested and absent feudal lords. So the locals began governing themselves. The counties were too far from the capitol Caliphas for the government to bestir itself. Now I could be wrong about this.
Galt is a place where democracy has gone horribly wrong. It is ruled by the "mob". you have a revolutionary council after revolutionary which is fed to the Giutene one after another.
Then there is Andoran. Andoran comparatively is much more stable. Why is it much more stabel? I think because the writers would like it that way.
Now from Cheliax's point of view, I think they would greatly like to gobble up Andoran and reclaim their lost territory. However I think that they are patient. I think they are waiting for this "foolish" notion of every man being equal, and every peasant having a say in government, to finally collapse into mob rule like it has in Galt. Then they can ride in and restore order.....
Well that's just a pet theory of mine about Cheliax.
But really, as a GM you can do whatever you want. Whose to say the evil secret society will take over the government openly? why should they? They can control things behind the scenes, accumulate tremendous wealth through whatever means they can devise.....graft....."taxation".....business contracts......and by keeping the appearence of the legitimate government intact....it makes it much harder to rebel. If memory serves in Harry potter and the deathly hallows
:. Anyways....have fun the over throw of a government is a wonderful opportunity for a GM to get his creativity flowing.
Voldermort after over throwing the ministry left his own hand picked minister in charge, and I think left much of the rest of the apparatus in place while he went off in search of an elder wand
Try this on for size. The King isn't really the king, but his evil vizier wizard who polymorphs himself into the King for those occasions he has to make a public appearance or issue a proclamation. Perhaps the wizard has a similacrum of himself tucked away for those occasions both he and the king have to make an appearance. Just a couple of ideas.
In your home campaign you are free to mold and shape the Pathfinder society as you would like to.
For example, I just finished running a game where my friends played novice pathfinders. We used Tricky Owlbear Publishing's Learning Curve Apprentice level Characters by Marc Raddle
They started pre first level, and the first few gaming sessions covered their three year training period. After several sessions they earned their way to first level, and they went through their confirmation and earned their way finders and were given their first Journals.
I thought that Swords Spells and Scrolls was a little thin for a curriculum so I added Stealth Devout and Survival.
Master of Swords: Combat
VC Marcos Farabellus H CG Fighter 6/ Rogue 4 ( p 10)
Master of Spells: Arcane Magic
VC Aram Zey H N Wizard 11 (P 11),
Master of Scrolls: History
VC Kreighton Shaine Elf CG Diviner 7/ Lore Master 3 (p 12)
Master of Stealth (Disarming traps and sneaking)
VC Drendle Dreng H NG Rogue 8 (P 31),
Master of the Devout (Devine Magic and religious studies)
VC Fatum Aedituus Venificus H N Cleric 3/ Wizard (Necromancer 3/ Mystic-Theurge 8)
Master of Survival (wilderness survival and Druidic magic)
VC Osprey H N Druid 11 (P 13)
Chamberlain of the Grand Lodge: VC Ambrus Valsin Rogue 4/ Sorcerer 6 (P56)
I have a soft spot for the Smithsonian, so I expanded the Grand lodge's "campus" and added museums open to the public for free.
I know none of that is cannon, but with a home game, we are expected to make Golarion, and by extension the Pathfinder society our own. I guess the Pathfinder Society in my home campaigns is more Neutral Good.
I find my players enjoy playing the role of heroes, and i think they like the idea that their charcoal rubbings and drawings may very well be published in a chap book, or some cultural artifacts they recover put on display in a museum in the Grand Lodge.
But each to his own.
I think it is an extremely bad idea to retire scenarios. I remember when those season 0 scenarios were going to be retired. There was a rush to try and play them before they got retired. People realized that was potential XP that was going away. Once they were retired a bottle neck was created.
With people champing at the bit for more scenarios, It hardly seems a good idea to retire more scenarios.
I do understand for campaign reasons removing First steps part 2 and 3, but I
would have preferred to keep them in.
Just my two cents.