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Intellect Devourer

Eric Clingenpeel's page

Goblin Squad Member. Pathfinder Card Game Subscriber. FullStarFullStarFullStarFullStarFullStar Venture-Captain, Michigan—Alma. 3,161 posts (3,290 including aliases). 9 reviews. 1 list. 2 wishlists. 27 Pathfinder Society characters. 2 aliases.


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Shadow Lodge ***** Venture-Captain, Michigan—Alma

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I'd like to tell you all about the wonderful item called Talisman of Life's Breath... So worth it for frontliners who don't want to deal with the hassle of demanding the cleric use a scroll on them.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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He's a Runelord... he's allowed to break the rules! ;)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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I don't think we've ever had a bigger group that what we've got now. :) Apparently AL did horribly the first year and no one participates in my local area anymore, or if they do, it hasn't hurt our attendance at all. I know I had several players that would play both Encounters and PFS since we ran on different days, but I don't think I lost any to D&D.

Shadow Lodge

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Pathfinder Card Game Subscriber

Flowing Monk with Crane style.

Dex 18/20
Wis 17
Belt of Inc Dex +2 (4000)
Dusty Rose Prism Ioun Stone (5000)
Cracked Vibrant Purple Prism Ioun Stone (2000)
Jingasa of the Fortunate Soldier (5000)
Potion of Barkskin (300)
Ring of Protection (2000)
Wand of Mage Armor (750)
Wand of Shield (750)
200g remaining

AC 10 +4 (mage armor) +4 (shield) +5 (Dex) +3 (Wis), +1 (insight) +1 (monk) +1 (luck) +2 (natural) +1 (deflection) +16 (dodge (+4 (Ki defense) +3 (flowing dodge (3 enemies adjacent)) +1 (dodge feat) + 4 (fighting defensively (+2 normal, +1 crane style, +1 acrobatics) +4 (in melee with crane wing until missed by 4 or less) = 48

With a -2 to fight defensively. The 2 wands would probably have been PP purchases along with a wand of Barkskin, would have made one of the 5k purchases an amulet of agile instead to add dex to unarmed damage for a +7 to hit and 1d8+5 damage or flurry for +7/+7/+2 1d8+5.

Alternatively, you could also get a couple of pearls of power and ask friendly spell casters if they'd cast some of the spells instead of using the wands so that they'd last longer, but that's more if you have a regular group like we did.

Shield does take a standard action to activate with the ioun stone and with the wand would only last 1 minute and Ki Defense is a swift action and at 6th lvl there's only 6 ki points, so you can't have the 48 AC all the time, but still.

My wife basically took this character from 1st through Eyes of 10. She also tripped and redirected and had a few other fun surprises as well as an insane AC. GM could only hit on a 20.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Since none of us were there, your best course of action would be to contact your local VOs and state your position, so either Zak or Xath.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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I do kind of miss the notes from the Paracountess... :/ The group I have now haven't really be able to experience her in her glory.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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PFS FAQ

EDIT: Stupid horse ninjas...

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Hmmm... They used to say we'd get a PFS book every couple of years. It's been a while since the PFS Primer. I know Mike kept wanting a hardcover PFS book. That'd be sweet. They need to make that a GenCon book for volunteers. :) I know I'd much prefer something like it over a book about horror. :/

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Kahel Stormbender wrote:
Good to know. But here's a question I'm now wondering... Why the frell is Hero Lab telling me to pick a spell my flawed tourmaline sphere ioun stone grants 3 times per day? The stone's suppose to just give me +2 effective con before dying (but a -1 penalty to stabilize).

The same reason you shouldn't use Hero Lab as a rules source, because as awesome of a program it is, it isn't perfect. (Believe me, I love the program personally and use it almost daily, but it definitely isn't always correct.)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Voted. :) That's what my friend named his Rottweiler. :D

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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You'll most likely be marshaling/mustering. You'll get a clipboard with tables/GMs assigned to you that you have to send groups to. Once everyone is seated you'll go around and collect tickets and hand out water & tokens to GMs. Some HQ volunteers input the session sheets, others collect them and make sure they're completely filled out. Others are at the help desks helping people or checking out pregen binders to gms. During the special HQ volunteers also act as signalers for success conditions.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Well since there's no way for a new character to spend prestige, the only way for it to work is for the character who earned the boon to pay it.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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That's nothing... I have a post on these forums saying I'd never play organized play... ;)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Thea Peters wrote:
Zirlock wrote:

After 2015's marathon weekend session to start the Rise of the Runelords AP, I'm thinking what I will do for 2016. Can anyone confirm if a Venture Agent will count as a Venture Officer for running Specials like Bonekeep, etc?

And after listening to Jessica Price on Know Direction interview from last week, I'm putting Tonya Woldridge and John Compton in the text of my post as that is, apparently, the best way to attract the attention of a particular Paizonian :-)

Apologies if that was a trade secret......

Z

Venture Agents are officers, however do not have the star bonus as part of their VO reward package. So a VA would still need to have the required stars to run said exclusive

I'm not so sure about that Thea. The older exclusives (pre-Kobolds/Aspis) could be run by VCs & VLs regardless of stars. I'm fairly certain the Bonekeeps are still that way so it might be possible for VAs to run them regardless of stars. They have said that VAs are VOs too. It's a good question that should probably be answered by Tonya, Linda, or John.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Another thing to consider: You can fluff the transformation between horse and griffon all you want (within the rules), but the sad fact is you are giving up a horse to get a griffon and you'd have to follow another PFS FAQ as well. So as long as you have 6 ranks in Handle Animal when you get the griffon you'll be fine after you actually train it.

How can I teach tricks to an animal using Handle Animal?

You can teach any animal a trick so long as you follow the rules for Handle Animal on pages 97–98 of the Pathfinder RPG Core Rulebook. A GM must observe your Handle Animal check, and must initial what tricks the animal gained in the "Conditions Gained" section of the scenario's Chronicle sheet. The first time a character with levels in druid, ranger, or any other class that grants an animal companion gains an animal companion, the animal enters play knowing its maximum number of tricks as dictated by the animal companion's Intelligence and the character's effective druid level. If the character replaces the animal companion for any reason, the new animal starts with no tricks known, save for bonus tricks granted based on the PC's effective druid level. Once per scenario, you may attempt to train the animal companion a number of times equal to the number of ranks you have in the Handle Animal skill. Each success allows you to teach the animal a single trick; a failed attempt counts against the total number of training attempts allowed per scenario, and you may not attempt to teach the same trick until the next scenario. Alternatively, you may train one animal for a single purpose as long as you have enough ranks in Handle Animal to train the animal in each trick learned as part of that purpose. You may take 10 on Handle Animal checks to teach an animal companion tricks.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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andreww wrote:
I am busy prepping this and it is unclear what the Subtier 2 encounter is in the sewers. It looks like increasing the subtier adds some extra beetles given the map markers but I cannot find anything in the scenario which explicitly says so.

Read the scaling encounter box for that encounter. That's where it says how to change the encounter if you play subtier 2.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Mike Bramnik wrote:
Chris Mortika wrote:

I agree with Andy. If my Stealth-out-the-wazoo wayang ninja sneaks on board the boat to capture the captain's MacGuffin, I shouldn't fail because my three comrades sitting back in the hotel room can't roll Stealth to save their lives.

My understanding from the scenario is that you can indeed do just that, and that non-stealthy PCs do have the option to not join you in sneaking aboard.

Yep here's the relevant text:

TCC wrote:

Each PC who chooses to board the

ship must attempt one check of her choice, though PCs
who do not trust their ability to sneak may wait on the
docks nearby.

When I ran it the ninja was the only one that wanted to go in. He easily snuck in got the documents. Took about 5 minutes real time to complete that mission.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Yeah. I could understand if it was 1/6 of a bonus revelation. That would put it in line with the bonus rogue talents some races can get, but 1/6 of a level for a single revelation is definitely too weak.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Huh.. Posted this afternoon, but for some reason it got eaten... VC Bill Jones, aka Xath, was the one that downloaded #200,000 for U-Con here in Michigan. I happened to see this thread the day before I went to the convention and happened to see a stack of new IDs and saw #200,003 as well as 199,9-- something. Since someone registered that number he must have handed it out at the con. :) So #200,000 is somewhere in Michigan or close by. ;)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Oh and the URL: Session Tracker

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Since they're only interested in 1/3 of Pathfinder's motto, have you considered running Kingmaker for them? That's all about exploration and a lot of monsters to boot.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Daniel Wheeler wrote:
I'm inspired to make a character named "Peter Venkman" now, but I just need to decide what class to make him.

Hmm... I think I see him as a bard, with perform (comedy).

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Qstor wrote:
Anything note worthy announced?

She let us know what the next GM con boon is:
As expected, tiefling. But... she also told us you could combine it with aasimar boon and make a Ganzi from Distant Shores.
Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Jack Brown wrote:
It is fun to have a +5!!!

Yeah... I once thought so too... but I rarely get a chance to use it since I'm almost always GMing. Ah well...

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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You're right, the base game doesn't require deities, however the world of Golarion does. There's an in world reason people don't go around saying they're clerics of Aroden and actually having divine powers to back them up. In Golarion the gods grant divine powers. That's why PFS requires deities.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Just make sure you know the difference between Race traits and Racial traits...

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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:D See, I don't think you realize just how fun these scenarios are to run, let alone play.

Networking, I love it. ;)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Or you could talk to 4-5 star GMs from close countries to see if they could come run for you. For example, you have a 5-star Venture-Captain around 90 minutes from you.

Shadow Lodge

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Pathfinder Card Game Subscriber

For our Rise of the Runelord campaign, we're all part of a traveling circus. We have a Spire Dancer Magus who is the owner (he started with rich parents and bought all the tents and things and payed for hirelings), our carnivalist rogue who is our animal trainer, and I'm a seer oracle who went harrower. We also had a catfolk barbarian for our freak show, a strongman shoanti fighter, and a "firebreather" who was a red dragon bloodline sorcerer. Those three players fell off along the way, and now we have an android bloodrager whom we picked up along the way.

We just finished book 4 and it's been a while since we've really been able to incorporate the circus, but we're always finding things that we save for the circus to use as attractions.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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I'd love to see something with the Sky Key. Use it to send a team of seekers back in time to investigate whether the Society started in the Pig's Paunch or the Wounded Wisp. ;)

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Ascalaphus wrote:
- The handful of GMs that can run Serpent's Rise may face a queue of people strongly requesting that particular scenario over other scenarios. Even if the GM would prefer a bit more diversity, or just something he/she hasn't got credit for yet. Stars have their limits too...

I don't know about anyone else, but I love running both 6-98 & 6-99. I'm happy and willing to run them as many times in my area as I need to to allow everyone to play them both.

Shadow Lodge

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Pathfinder Card Game Subscriber

Once players are done with scrapwall and have a ton of stuff they'd like to pawn off, most probably consider going to Chessed. There's not a whole lot on Chessed, except what's in Numeria, Land of Fallen Stars. If you want some great descriptions of the city and/or want a short scenario to throw in to get the players some more GP/XP, the PFS scenario 6-20 Returned to Sky is is set in/around Chessed and fits pretty well into Iron Gods.

Spoiler:
It has Chessed, Technic League, a tech dungeon without a ton of tech items, and a way to temporarily charge timeworn items. I had Dinvaya Lanalei tell them of an old friend of hers that runs an inn in Chessed to give them a hook to find Ingret Jor (the person who has the directions to a tech dungeon). I let them stay in her inn after they proved they knew Dinvaya. In the scenario Ingret isn't trusting of strangers, believing most to be spies for the Technic League. I had them use her inn as a base of operations while they sold/bought things (they weren't too thrilled about the 50% increase of everything, but since it helped keep the technic league mostly out of town they didn't mind too much. When they were about done with their shopping on the last morning I had the League agent burst in the door and demand Ingret's secrets. Of course the players stopped him. In thanks Ingret told them of her great-grandpapa's journal and gave it to them, asking them to mention around town as they leave that they got her secret from her so she might be left alone from then on. This leads them to the dungeon which I'll run next session for them.

I thought it was a great way to pad their pockets (since they had to pay 50% more for everything a extra GP is good) and get them a little more XP as well. It reminds them that the League is still a threat and it let my players get back into their characters after about a 6 month break.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Marculus wrote:
So instead we should let players "curb-stomp" the scenario and finish early with no challenge at all?

Yep. You can use the extra time to ask him to show his resources and politely inquire as to how exactly he got that build to do what it did.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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Balkin, those messages go to the campaign coordinator. Since we are currently between CCs it'll be waiting until after the new one is hired, and even then it won't be that high on his/her radar. The paper copies are the important part. Just make sure you don't lose those and you're golden.

Shadow Lodge

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Pathfinder Card Game Subscriber

She's a character from a Pathfinder Society scenario called The Traitor's Lodge.

Shadow Lodge ***** Venture-Captain, Michigan—Alma

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I've been going over this prepping for a con next weekend that I'm overseer GMing. Like others have posted, why the big HPs for the acts? It is literally impossible to get any of the districts in Act 3 green and unlikely that many will get green in Act 2. Wouldn't it make more sense to make the HP's the Number of Tables for Act 3? For the Waves in Act 4 it would make more sense to have it 2x tables since that would allow all the tables an average of 2 waves.

I'll give my own con as an example.

We've got 5 tables scheduled. Meaning each of three districts has 20 hp.
There are 7 encounters possible between the 3 districts. Meaning if all tables do all 7 encounters they'll only do 35 hp's of damage to the districts. That's not even clearing 2 districts let alone all 3 for an early transition. Why even have that in the scenario since it's impossible to do?

Act 3 has 10 hps, but as stated earlier only 5 damage is possible. While Act 4 will have 6-7 hps with a possibility of 15 damage. That's just messed up math!

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