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Just adding a "me too" those who are opposed to the idea of penalties for failure on aid another checks. Besides all the reasons listed above, I'll add one more big one that I don't think has been mentioned yet.
It might be a perfectly fine house rule for your home campaign, but it's a mechanical change to the rules. You're not allowed to do that in PFS. Period.
Captain Zendrani just shrugs. "The best advice I can give you is just don't stand out. If you're dealing with the crew of a ship or the port workers, they're all probably going to be busy with their business. They won't notice another few people wandering around, as long as you look like you have a purpose and know what you're doing."
How does one get Race Boons without going to Cons. There are none in or near my area. Are there other ways?
They've been saying for years that they'll open up other methods, but as far as I know, it hasn't happened yet.
One option (which I'm not 100% sure about) is to GM at an online convention or game day. I know there are supposed to be boons for that PBP game day, but I'm not sure if they'll include race boons.
D'oh!!! I knew there was a stupidly obvious example I was missing.
Ricochet Toss makes sense, not because it's something that would actually work in the real world, but because it's a trope that shows up in fantasy fiction often enough to be worth including in the game. Xena did it all the time with her chakram, for instance. I'm blanking on other examples off the top of my head, but I know there are plenty more.
If nobody has any further questions for Venture-Captain Valsin, he wishes you godspeed and leaves the ship, which departs immediately for Diobel. The ship arrives at its destination right at sunrise on Oathday morning.
Captain Zendrani and the crew of the sleek Sixwing Drake steer the ship up to the massive barrier of broken war-barges, crumbling walls, and jetties of iron and wood that protect the port of Diobel.
“Well, here we are,” says the captain. “I’ll make sure everything is in order with Diobel’s inspectors and charter you a barge to the port. You aren’t carrying anything particularly valuable, so you shouldn’t draw much attention from the inspectors or pilots, so long as you don’t run your mouth. My crew and I will wait here with the ship. You can return here to rest, if you need to, but remember—there isn’t much time!”
Celstri maxed out the knowledge roll.
Knowledge Local DC 20:
There is no formal alliance between the Kortos Consortium and Aspis Consortium, and the two groups are likely working together in a limited capacity—at least for the time being.
Although the Aspis Consortium seems to have an agreement with part of the Kortos Consortium, neither group is centralized enough for such an arrangement to be very stable. Causing a major disruption in their operation would very likely sever ties between the two groups.
House Locosta, the faction allied with the Aspis Consortium, claims that its major interest is in Qadiran spices, but the family derives most of its profit from buying and selling Qadiran slaves.
Venture-Captain Valsin responds to Celstri, "As I'm sure you know, the Aspis Consortium is a ruthless mercantile organization. While some of its operations are aboveboard, at the end of the day, profit is its only concern. It considers no business venture off limits, from the trafficking of slaves to war profiteering. The consortium storms through priceless historical sites, caring only for how it can translate their history into wealth."
"They've recently allied themselves with the Kortos Consortium in Diobel, though I don't believe that's a permanent arrangement ... yet. Let's see what you can do to make sure it doesn't become one."
"Magali Delroya's note should give you a pretty good starting point. As for getting caught, the best advice I can give you is don't."
Burning Hands really doesn't work as a wand, because CL 1 means only 1d4 damage. As a known spell, it's useful starting at level 2.
And burning through a wand of Magic Missile by level 4 is pretty much exactly what it's there for. At low levels, you can always contribute. By level 4, you should have enough prepared spells per day, and a few scrolls of better spells, not to need it.
Water laps steadily at the pier as sailors, laborers, and merchants rush busily around Absalom’s port. The venture-captain’s summons called for a meeting aboard the Sixwing Drake, a sleek sailing ship. The Drake’s captain, a Varisian woman and fellow Pathfinder named Zarah Zendrani, stands at the helm of her vessel. “It’s not like Valsin to be late,” she mutters, furrowing her brow.
As if on cue, a tall and meticulously groomed man pushes his way through the crowd and up the gangplank, cursing audibly. “Whoever supervises this mess of a port needs to be dumped in the sea!” he grumbles.
The tall man looks around at those gathered before him. “Just the group I requested. Perfect. I’m Venture- Captain Ambrus Valsin, and I took great care in selecting just the right Pathfinders for this assignment.” Valsin reaches into his belt pouch and withdraws a small, folded paper before continuing. “A few days ago, I received a curious note from a rather unexpected source. It’s not every day that I get a request from an agent of the Aspis Consortium.”
Captain Zendrani’s eyes widen, and Valsin smiles knowingly. “But Magali Delroya does not appear to be your typical Aspis agent. As you surely know, the Aspis Consortium pursues a variety of activities across the Inner Sea that the Pathfinder Society finds abhorrent. It seems that Delroya has been working with them for some time, but can no longer stomach the snakes herself. She wants to stop a shipment of an experimental drug from leaving Diobel later this week. It’s bound for a number of locations across the Inner Sea region. According to Delroya, she can’t ask the local authorities for help, because the Aspis Consortium has already struck a deal with a faction of the Kortos Consortium, a powerful merchant collective. Her hands are tied, so she’s come to us for help. In this note, she outlines three different tasks that would help to disrupt the Aspis long enough for her to move the shipment to a secure location, out of the clutches of the consortium. Once you accomplish two of these tasks, she’s willing to meet with you, but not before.”
“Normally, I wouldn’t trust an Aspis agent at any hour of the day. But our sources in Diobel have confirmed the Aspis and Kortos consortia’s activities. Everything checks out, so we are presented with a unique opportunity. If we help Delroya, we might not only strike a financial blow against the Aspis Consortium, but we could also reveal their dealings with the Kortos Consortium—and possibly prevent their arrangement from turning into a more formal alliance. Furthermore, we hope to stop this drug from spreading across the Inner Sea region, and if we—if all of you—do a good enough job, we might even convince Delroya to join the Society. A turncoat agent would be a valuable asset in our ongoing run-ins with the Aspis Consortium.”
“Take some time to look over Delroya’s note and the tasks she has set for you. If you have any questions, now is the time to ask. Remember, the Aspis Consortium is a long-time enemy of the society, but the Kortos Consortium, while certainly suspicious, is not our enemy. It is a complex organization with many factions, and we should avoid antagonizing any of them, except when necessary to oppose the Aspis Consortium.”
Let me know if you can’t see the handouts. They're also posted at the top, below the campaign header.
Also, feel free to roll knowledge: local and ask the Venture-Captain any questions you may have after reading the handouts.
Durm, you still need to post in the discussion thread.
I'm not sure what time the game day is supposed to officially start, so I'll wait until tomorrow. It's already the correct day in most of the world, but not quite yet where I am (US Central time).
Because this is my first time GMing in PBP, we might get off to a rocky start, as I get used to sharing handouts, maps, etc. But I'll make sure to post at least once a day, especially at first, so I should figure it out pretty quickly. And that's why I chose an adventure I've already GMed multiple times at conventions and local game days, so the scenario itself won't slow me down.
I'm tempted to join if you've got a Core table going, as my level 2 Core PC is Sovereign Court. Already played it in standard, years ago, though I don't really remember much detail.
But I'm already going to be in 3 games starting tomorrow (playing 2 and GMing 1, which is my first time GMing in PBP), so I think I'm better off not adding too many.
Well, if it doesn't work out the way you like, you can always rebuild before level 2.
If you really want to specialize in bull rushes, check out the dwarf chapter of the Advanced Race Guide. There's some interesting oddball stuff in there to help with that, like the dwarven boulder helm. Basically, it gives you a bonus to bull rush attempts if you violate NFL rules to lead with your helmet, but you're staggered for a round afterward. There's other stuff that helps with bull rushes in there, too.
I actually made a dwarven fighter with the foehammer archetype from there, and bull rushing is part of what he does, along with hitting things with hammers, of course.
So I've played a few PBP games over the last year, and the GMs typically have maps prepped, with links for players to click. We can move around our icons as minis, etc. But I wasn't really paying attention to how those get set up and created.
So... how do I do that? I don't even know how to begin.
I'll be GMing in PBP Gameday V starting in 2 days, and I need to figure this out right away. I meant to get to this sooner, but life's been busy. Luckily, I'm doing an adventure I know well, so the map stuff should be the only tough part of running this thing.
The cards in the pdf are the same as the published harrow deck, just smaller. I actually bought the harrow deck, and I'm glad I did. It's easier for players to see all the cards from a distance and make out details.
Pardon my lack of reference material here but isn't there a legitimate improvised thrower? I seem to recall a variant that could effectively just pickup any nearby object and chuck said object fairly effectively?
There's probably a way to do that semi-effectively (I don't know the details off the top of my head), but it runs into the same problem as other throwing builds before Ricochet Toss and Blinkback Belts: you don't have a single primary weapon that you can enchant like crazy.
If you want to do a gnome bard, check out the Prankster archetype in the Advanced Race Guide. You get most of the typical bard stuff (Inspire Courage, Inspire Competence, Bardic Knowledge), but give up some of the lesser used stuff (Fascinate). The main thing you get is the Mock bardic performance, which lets you debuff enemies by mocking them.
On my Prankster Bard, I took Skill Focus: Perform Comedy as my first feat, and used Comedy as my first Versatile Performance. That let me debuff enemies through intimidation using my perform skill, starting at second level, while ignoring the size penalty to intimidate larger creatures. So you can inflict -2 debuffs on enemies all day, with no limit on how often you can use it. Only works on things with minds, but unlike the Mock performance, it's NOT language dependent. And for those things you can talk to, those two debuffs do stack, so BBEGs who aren't casters end up with -4 on all their attack rolls, starting from the 2nd round of combat.
Mine is up to level 5, and I think I've used a traditional weapon (crossbow) exactly once in his entire career. His only killing blow was with a wand of Cure Light against a skeleton at low level. He also carries some basic splash weapons (acid flasks, alchemist's fire), but saves them for swarms. His main offense is just debuffing, between intimidation, mocking, Hideous Laughter, Blistering Invective, etc.
His main roll is skill monkey, but he's a pretty good buffer and debuff in battle, and backup healer with a wand of CLW.
This should be stickied at the top of this board. The additional resources page is a mess, and finding anything (especially on an iphone) is a pain. This is a commonly asked question, and no player (especially a new player) should have to go digging for it.
That's why it's in the Guide, which should be every player's first point of reference for PFS specific rules.
I'll join in if there's still space. I've played this twice with level 1 characters. I don't currently have a level 1, but I have several at level 2 that I could bring.
Based on what the rest of you are bringing, I can bring a PC that does buffing, healing, and diplomacy, or one that's mostly a front liner. My front liners have a few other abilities, usually, depending on what we need. Let me know what the rest of you prefer, and I'll try to get the PC into the computer by tomorrow (most of my character sheets are old school paper and pencil).
How'd they manage that, Fromper? Climbing up to the Plateau isn't easy or quick.
Fly spells (and wings, in one case) to get up there. But yes, it was a trek through the wilderness.
I think I had them run into a stone giant patrol as a "random" encounter when they got close to their destination. I could have had more encounters, but we're a slow group, so I didn't want to bog down our sessions with non-plot relevant fights.
So any idea what the new one is? And are they still quarterly, so the current boon would be August through October?
I'll be GMing at two conventions in October, one of which I know always has Paizo prize support, so I'm guessing I'll get the current boon if it follows last year's pattern. I'm also GMing in PBP Gameday V, starting this weekend, and I have no idea if there are GM boons for that.
That's the real reason I couldn't resist responding. But really, I intentionally built that one to embrace the stereotype wholeheartedly, so it just shows that I succeeded.
Dundar is one of my Pathfinder Society PCs. He's a dwarven fighter with the stereotypical Scottish accent, craft (weapons) for his day job, from a long line of blacksmiths. He joined the Pathfinder Society just to go out and test his family's weapons in the field. That's why he only uses melee weapons with the word "dwarven" in their name. Except warhammers. All warhammers are dwarven. That's why they're Torag's favored weapon.
But back on topic, I do tend to avoid the stereotypical builds these days. My first PFS PC was a typical pouncing superstitious invulnerable rager barbarian, but it was new to me back then. Since then, I've tried to avoid some stereotypes, though I do still have a few "typical" guys, like a TWF unchained rogue, a greedy pirate (though many people are surprised by his class), and Dundar.
But just to play oddballs, I have things like a druid who didn't dump charisma, a witch who focuses on buffing and healing more than debuffing, a thrown weapon specialist fighter, my rogue isn't the least bit greedy, and a pacifist warpriest.
Or you can just go with prepainted plastic figures. They're lower quality, but there are plenty of them out there these days. The Pathfinder Battles line and D&D Miniatures lines both have a pretty good selection. You definitely won't find some things, though. It's mostly core races (human, elf, halfling, dwarf), not even many green skinned guys for half-orcs.
Try googling "pathfinder prepainted miniatures" and see what comes up.
Yeah, I don't get the comment about waiting until level 7.
As I said, I made a thrown build, but I haven't played him much. As a human fighter, he has Point Blank Shot, Precise Shot, and Quick Draw at level 1, and will get Rapid Shot at 2. He just carries a lot of throwing weapons, and recovers them after each fight.
He'll have an extra attack per round from level 2, without having to worry about positioning like a TWF melee guy. So he should easily keep up in damage with more normal damaging builds, even if he's not doing quite as well as the heaviest damage builds available.
As others have said, the problem is that by the time you hit the level where you're expected to have magic weapons, he won't have enough money for every throw to be a magic weapon. But that will be solved by Ricochet Shot at level 6, and stick to one well enhanced weapon for the rest of his career, like any other martial class.
So he'll be behind on not having a +1 weapon for levels 3-5, when many other martials do. That's a minor inconvenience, not a major problem. Heck, at level 5, he gets Weapon Training 1 from being a fighter, which most other martials don't have, so that'll make up for it numerically for that level.
Again, thrown weapons aren't the most optimized build in the game, but they're certainly playable, right from level 1. It's feat heavy, so a class with bonus feats and/or going human will help, which is part of why I went straight up human fighter. My guy will easily out-damage many of the un-optimized martial builds that I see people bring to the table in PFS all the time.
Markov Spiked Chain wrote:
But that seems to only apply to the one spell you choose as known from each spell level, not the entire wizard/sorcerer list. So for instance, if you choose Grease as your known spell from 1st level, would you be able to use a wand of Magic Missile? Or would that still require UMD?
You could also be a vigilante. One of their vigilante talents not only makes it so all throwing weapons you use of a given type have the returning quality, it also makes it so higher up, if you throw a magic weapon, every other weapon you throw that round has the same bonuses. Throwing five daggers works fine, even if only one of them is +5 Flaming Undead-bane and the others are just store bought daggers.
Just remember to ask your GM if you get a bonus for calling them "batarangs".
But seriously, as others have said, the Weapon Master Handbook makes thrown weapon builds viable. Between the Startoss feats and Ricochet Toss, you should be fine. Here is a thread I started a few months ago about this, which talks options. I haven't gotten that PC far enough yet to tell you how it worked out, but in theory, it looks good.
So a medium has their own spell list. When they channel the archmage or hierophant spirits, they gain access to spells from the wizard/sorcerer or cleric/oracle spell lists, respectively.
But what about using those spells on scrolls or wands?
For instance, if they're channeling the archmage spirit, can they use a wand of Magic Missile as if they were a wizard, even though it's not on the medium spell list, or do they still need to UMD it? Similarly, could a medium channeling a hierophant use a wand of Cure Light Wounds without UMD? And scrolls?