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KestlerGunner's page

RPG Superstar 2013 Dedicated Voter. FullStarFullStarFullStarFullStar Pathfinder Society GM. 1,334 posts (1,480 including aliases). 47 reviews. No lists. 1 wishlist. 11 Pathfinder Society characters. 2 aliases.


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Grand Lodge

So I heard a worrying rumour that these quests allow GMs to massively cheat the GM star/games reported system as each small quest counts as if you'd run a 4-5 hour scenario. Is that true? :(

Grand Lodge ****

Yeah for sure!

It would have been so easy to just ignore that enormous, two-year old oozing pile of submissions that was commissioned before his time. But, nope, Compton is charging it with a piercing weapon. Massive respect there. I'm sure PFS will be better as a result as new talents are discovered.

Grand Lodge ****

1 person marked this as a favorite.

spoiler:
Did we travel through time? Or did we travel to a time bubble of an imprinted memory? Still not 100% clear on that IMHO.

Grand Lodge ****

Oh my goodness.
I sent my submission on 10/08/12.
Has anyone already received their feedback from John?
This feels a bit like digging up a time capsule. Wow.

Grand Lodge ****

SPOILERS FOLLOW.

Spoiler:
My understanding was that the tapestry remains in the basement of Grand Lodge Absalom, however the demiplane that the Ruby Phoenix created has a number of entrances and exits all across Golarion.

Because of these entry/exit points, the only movable entry/exit point is the tapestry itself. However, depending on how the PCs do in 'Fabric of Reality', Aram Zey may have the ability to program new entry and exit points as he desires across the Inner Sea. It is unclear if the number of these entrances are limited. That would affect how much it is used.

Also because of the number of entry/exit points the Pathfinder Society are able to use it to massively reduce travel time for agents dispatched around the world. This works sort of like QuasiSpace in the amazing videogame Star Control 2 (nerd nerd nnnnnnyerdddd)

So it all depends on the canon ending for Fabric of Reality. If the PCs were successful, Aram could just create one entrypoint in the Five King Mountains and another in the Grand Cathedral of Jormurdun.

The problem is Jormurdun is still in the Worldwound and demons can still teleport past metres and metres of stone to anyone trying to restore the fortress. There are also giant holes leading to the Darklands in the mining tunnels of Jormurdun that need to be closed. So actually attempting a proper restoration of Jormurdun without extreme magical protections (like a new Wardstone) looks very ambitious. A new Wardstone requires a herald of a good deity to infuse it with power... that's asking a lot. Those same magical protections might actually stop a new tapestry entry/exit point being used (such as a forbiddance spell).

Personally, I can't see the Decemvirate moving the Tapestry to Jormurdun. I think they'd be realistic about the long-term viability of the sky citadel. A lot of this depends on whether the Dwarves of the Five Kings Mountains have enough military and economic strength to found a new settlement that requires a big magical start-up cost.

Grand Lodge ****

So here's my massive question.
Did we travel back in time or did we travel to a separate time bubble?

"What Gutheran did not understand was that in
disassembling the device, he separated the volatile
core from the components that stabilized it. Shortly
afterward, as his children were leading their people
from the sky citadel, the core overloaded and created a
temporal anomaly that expanded outward in an immense
bubble until it collided with the heirs’ pieces. Its growth
arrested, it shuddered and collapsed, phase-shifting
organic matter out of the time stream and imprinting a
memory of the sky citadel on that day. These lost creatures
have remained suspended in another time ever since."

Yet a number of missions suggest that the Pathfinders are still connected to the time stream and their actions in the suspended time affect the present (Duergar traps, stolen gem, etc)... Are these plot holes?

Are we travelling to a separate time pocket, or are we travelling back in time in one connected time pathway?

Grand Lodge

Am I the only one who read Wizards of the Coast there?
I would think that you could definitely get two re-rolls.
You could use it to fight a baddie while they were under displacement, blurred and in the fog!

Grand Lodge ****

1 person marked this as a favorite.

I picture a stone chasm in a roughly cylindrical shape. The cylinder reaches from around 100 metres below sea level to about 950 metres below sea level.

Firstly there is the contingency room, but it's really more of a collection of three tight chutes connecting two short ceiling workplaces that people need to crawl through to get to the main body of the archive. Between every chute is solid, dwarven-made vault doors that look ready to seal and crush anyone making their way through the contingency room at any time.

After this room you climb down into a central pillar inside the cylinder. In the centre of the cylinder there is a glass and steel panopticon style pillar elevator with in-built clockwork controls. One-way mirrors allow anyone ascending or descending the central column to look out, but if you are outside you can't look inside.

Against the walls of the stone cylinder are a multitude of sturdy doors. Some are reinforced wood. Some are rusted iron. Others are just openings in the earth with rail tracks hanging out like broken tongues. These lead to the various tunnels or vaults that hold the dark items not allowed to see light.

If the archivist using the elevator reaches a opening they wish to visit, they must input a 17 digit code in the mechanism. They then have their Wayfinder scanned by a Inevitable fused into the elevator. Once approval has been granted, the central crane slowly lowers a walking platform between the elevator and the vault. This platform is shaky and prone to wobbling.

Every now and then a thick iron chain connects the central column to the wall, however it is noteworthy that the chain does not approach any of the doors.

The Darkive experiences a near constant humming noise. Some archivists believe this is the communication of some creatures trapped down here, or a by-product of keeping so many artifacts in such close proximity. Occasionally the hum is broken by the moaning of a Dwarven guide to the Darkive who lives and works down in this forbidden place.

At the very bottom of the vertical cylinder, a number of towering statues of long-dead and forbidden deities stand vigil. They are too tall for the network of tunnels and vaults that run off from the central cylinder, so they stand here at the bottom like a collection of grotesque skyscrapers, leering at anyone who descends down. They are covered in imp droppings.

At the base of the cylinder, there is a single adamantine trap-door. It is festooned with holy symbols of good deities and empyreal lords. It is not to be opened.

Grand Lodge ****

1 person marked this as a favorite.

Mark: People wanted to be able to be able to run the scenario without having to muster 15 tables of PFS at one event.

People also wanted to be able to earn their 10 Special/Exclusive credits during 2014. In previous years we've had great Exclusive scenarios such as Day of the Demon, Cyphermage Dilemma, Midnight Mauler, etc. This year we've had Bonekeep. A scenario which you yourself admit to having no interest in playing.

A 'Special' or 'Exclusive' isn't about the number of butts on seats. It's about showing off the strength or future direction of the PFS campaign.
I'd argue that 'Paths' achieves that as it reshapes the faction system for PFS. It's special.

Grand Lodge ****

Alex: That's a good idea.

Another idea would be for 'Paths' to count as a Special until the reporting deadline for the plot implications is reached. That would create an incentive for the reporting to happen so Mike & Mark will have a lot of results to find out if Schrödinger's faction leader is alive or dead.

We also need to remember that the people who would run it endlessly for 'cheap' are still folks who have GM'ed, at minimum, around 400 hours of gaming time for the campaign. Just before anyone starts saying stuff about getting cake and eating it too. ;)

Grand Lodge ****

People asked the coordination team to loosen restrictions on running the scenario.

They didn't ask the coordination team to remove the Special status.

Grand Lodge ****

Where's the Kobayashi Maru?
Where is the PFS crowd who are allegedly going to be vocally annoyed if Paths remains a Special?
Are you suggesting that 5-star GMs would be annoyed that 4-star GMs are getting too many opportunities to jump through hoops?

1700 new numbers at GenCon doesn't help international PFS.

Grand Lodge ****

Well that's incredibly disappointing. Paths We Choose had a number of important plot developments for organized play and a Special status created an incentive for GMs to make sure all their available players got a chance to play it. Not to mention all the convention season supporter GMs who decided to run it as much as possible as they believed they were earning Special credit.

I guess PFS GMs better get back to work coaxing PFS players back into every available level of Bonekeep instead? :/ Yeesh.

Really hoping this decision gets another discussion to decide if this is the best route to take.
Maybe a Paths GM credit deadline could be a more elegant solution?

Grand Lodge ****

2 people marked this as a favorite.

Where's the archaeology?

A number of classes simply do not get the required skill points to learn anything about archaeology. Heck, even clerics suck at Knowledge: Religion. The only thing all the classes can contribute to is the combat system. Hence, bashing locals gets a great run in all scenarios.

To give you an idea of how the disparity in skills and work of Pathfinders goes, in a recent scenario the party is required to alter oil paintings. Because the author knows that not even the most intelligent Pathfinder bard has “Craft: Illustration” (even though this a zero photography world) the party is allowed to use Sleight of Hand to paint alterations. See also Linguistics getting a run in the Library as opposed to Knowledge: History.

There are some fantastic things that we could do as Pathfinders but we never, ever will because the skill system currently seems to work on a drought or flood basis. Authors that do want to work in something suitably Pathfindery need to insert strange skill parallels to avoid butt-hurt reviews by parties who can't think of a outside the box solution (or have a GM who won't allow it).

Just my two coppers.

Grand Lodge ****

2 people marked this as a favorite.

After the long thread mentioned by Avatar, my recommendation to you would be to befriend as many PC rogues, ninjas and bards that you meet. Ask them to braid your dagger into your wig using their sleight of hand.
If the scenario ends and the dagger is still hidden in your special wig, you can ask the GM to note on the chronicle sheet that your wig has a kerambit hidden with a sleight of hand result of XX. That way you can use it once in your next scenario.

Grand Lodge ****

3 people marked this as a favorite.

Can't we just use magic to disintegrate this bugbear (like we do for every problem)?

SONIC WAYFINDER
Aura faint transmutation; CL 6th
Slot none; Price 500 gp; Weight 1 lb.
DESCRIPTION
This silver Wayfinder has a steel button, that, when pressed, causes a buzzing green sonic field to emit from the other end of the device. This beam can scan technological material and impart a psychic understanding of the scanned target into the wielder's mind. When the wielder stands adjacent to the target and uses the Sonic Wayfinder on any technological device, including creatures, they are treated as having the Technologist feat for the purpose of skill checks.
CONSTRUCTION
Requirements Fabricate, Craft Wondrous Item, ; Cost 250 gp

Grand Lodge ****

6 people marked this as a favorite.

*Tinkers with a Numerian robot unsuccessfully as he doesn't have the necessary feat, breaks off a node, activating a shimmering blue hologram of an annoyed Season 6 PFS gamer*

"Please Mike & John, you are our only hope."

Grand Lodge ****

Congrats Matt Goodall on making it into the top three authors. Australia represent! Now if we could only get more of those talented Aussies developing scenarios! *hint hint Al Rigg hint hint*

I have to admit, I usually discount 1 star scenarios where it becomes clear that the reviewer died and they feel really badly about their death. Having said that, the sheer weight of bad reviews for the latest expedition into the Bairdlands has me very worried.

I also give reviews more 'weight' if the reviewer has both played and GM'ed the scenario.

Grand Lodge ****

2 people marked this as a favorite.

I understand that the American PFS experience is heavily tied to the big cons and I understand why the boon system is a big driver to these industry events.

I just really hope that campaign management can commit to letting the "Expanded Narrative" boon travel across the seas to all the international PFS communities. There's been loads of Gencon boons that have never been seen beyond America. I just hope that this boon doesn't get added to that pile.

Grand Lodge

This feels like a evolution of First Steps part 1. I really like it!

There are currently 7 Quests within the scenario, with the game only experiencing details of 3 of the 7.
With proper GM notations on the chronicle sheets, is it possible to play this scenario twice in order to experience 6 of the faction specific quests? With the proviso that no player gets to repeat a quest?

EG. Playthrough 1: Dark Archive, Grand Lodge, Exchange.
Playthrough 2: Silver Crusade, Scarab Sages, Andoran.
(Miss out on the Taldor mission)

This would double the play potential of this product and allow more PFS players to let their characters experience the changes in their factions.

Grand Lodge ****

OFFER: Heavenly Blood (Aasimar race boon)
& Lingering Resonance.
WANT:
Sylph boon.
Message me!

Grand Lodge ****

Quick query:

PCs do the ritual and reduces stats by 2 points.
Drollin takes the wafer, puts it in the box.
PCs fight Drollin and lose.
Drollin and Kellousa take all the wafers and escape.
Do the PCs permanently lose their stats?

I am looking at the 3d6 strength damage and just wondering how bad this can get for the PCs if they fall to Drollin's tricks.

Grand Lodge

I hate this poorly written and ambiguous spell.

The intent of the spell is to create a bubble around the caster and the caster only presumably to protect them from collapsing rocks (half the spell carries on about environmental dangers). The range and radius of the spell, coupled with the grid combat mat, makes the Emergency Force Sphere able to encompass 4 people.

Which is correct?

Grand Lodge ****

2 people marked this as a favorite.

*places clay cup in the waters, brings it slowly to his lips and sips gently*

Player tears are sometimes salty but they are always delicious.

Grand Lodge ****

I hope they go back to the drawing board on the new faction logos. None of them have the flair of the last few generations of faction emblems.

Grand Lodge ****

2 people marked this as a favorite.
Avatar-1 wrote:
Andrei Buters is still a VL in Australia-Melbourne (alongside Jena Wills). Missing on page 44!

Nope! As of the new guide I'm back in with the field troops! No more Officer's perks for me.

I am really, REALLY excited about timeworn devices. Maybe it's just because I'm a Rod of Wonder fan, but I love magical items that make you roll a 1d100 when you use them. Pew pew!

I actively dislike the new Faction logos. They aren't really up to the standard that's been set in the past. It would be great if a dedicated graphic designer could redesign these. Right now they're not cutting the mustard. Heck, I'd do it myself for free if I thought it'd get somewhere. Without getting into details, I think they could all go back to the drawing board.

Grand Lodge ****

Grappling chains is amazingly cinematic and really dampens the mobility and strategy of the team but I'm just looking at the BBEG's haste spell...

With Disarm and Trip just being attack actions, plus haste, this could be... DELICIOUS. *cackles*

Grand Lodge ****

I played this today. Had a fantastic party and GM with good roleplay and mechanics knowledge, so any lack of information in the scenario such as the misprints and lack of editing didn't really hold us back.

The final fight was surprisingly pretty easy for us. The GM had a number of Kytons focus their attacks on a sorceror/zen archer who had managed to get their AC into the mid 30s by grabbing a few points in every armour type bonus. In comparison, the rest of the party were able to spread damage quickly and effectively. The Magus ran into some problems as the PCs readied actions to attack as soon as he started casting.

Very keen to GM this now. I wanted to ask if anyone had run the final combat with the Kytons using their ranged chain attacks to Disarm and Trip instead of just deal straight damage. With haste giving an extra attack at +1 on all, and no provoking for animating a chain nearby, it seems to me this could be a vicious way to tear a party apart. I can see everyone getting tripped, then watching their weapons get pulled away, then the damage coming in from the ceiling.

I'm just a bit worried that this could kill the party too fast, mind you 2d4+2 isn't too nasty.

Grand Lodge ****

In my experience, they don't come at all but if they do come they come in such numbers and fury that their arrows block out the sun. One arrow per round doesn't make that much of a dent.

Grand Lodge ****

3 people marked this as a favorite.

Gunslinger (Musket Master or Pistolero only)
At least Summoners still need to use the AC system.

Grand Lodge ****

2 people marked this as a favorite.

Year of the Beating Drum: The entirety of the Pathfinder Society receives a terrible curse and has to take a long, dark and dangerous journey into the very heart of the Mwangi Expanse to lift it. As the journey continues, more and more members of the Society are driven insane by the curse and their hellish surroundings. (vanarans?)

Year of the White Feather: The regal Syrinx and their cohort of conjured good outsiders send a huge fleet to Absalom and ingratiate themselves instantly with the city’s Grand Council. Only the Pathfinder Society suspects the regal outsiders are up to something. Before they can act, The Decemvirate go ‘missing’ and the City Council places the Pathfinders under the orders of an immensely powerful Syrinx Inquisitor. From that point, it’s time to take back the Lodge without openly declaring war on the strange outsiders. (rebel syrinx)

Year of Leng: Rifts are opening up. Strange discordances in reality are tearing open across the Inner Sea and only the Pathfinder Society has the means to stop the instability before entire regions are torn asunder. Anyone who falls within a rift is never heard from again. Will the Society develop a plan to venture beyond the dark rifts and reason with the alien presence beyond? (Fetchlings)

Year of the Great Hunt: Rovagug’s grave has erupted. Seven enormous ravenous beasts have scuttled from the bloody pit and are tearing through the great Keleshite Empire. The Empire, wishing to cease the destruction as soon as possible has offered a kingdom’s fortune to the organisation that kills the most of the hated spawn. A hunter’s union between the Golden League, Cheliax’s Order of the Nail and the Aspis Consortium are first on the scene. Can the Pathfinder Society compete, or will all their agents die attempting the Great Hunt? (Ifrits)

Grand Lodge ****

Rakim, Bound Ifrit Smithy of House Darshud!
This is Rakim while he's been conjured to be a babysitter.
Why isn't there a Pathfinder scenario where you have to be a babysitter? (not Horn of Aroden, that doesn't count)

Grand Lodge ****

3 people marked this as a favorite.

Sounds like your party power-attacked two thirds of the content out of what is an excellent and well-written mod. Congrats, I guess...?

Grand Lodge ****

2 people marked this as a favorite.

I am one of the 4 star GMs and a VO who posted on the GM thread with my feedback on how I was going to amend a particularly difficult encounter. I stand by my comments. Just because Paizo publishes some of the best adventures, doesn't mean they don't make mistakes. I honestly think the Paizo editorial team made a big mistake in one encounter for Risen from the Sands and I say so in my review. I want to give my players the best and fairest experience and make the mod shine. In order to do that, I rely on my experience as a PFS GM and I softball the mistake made in the final document.

If I ran the [REDACTED] encounter as written, I would almost certainly have TPK'ed my party. It would have ended Free RPG Day on Saturday 30 minutes into the game with 5 extremely unhappy players hating the module, hating the event. They would probably wish there was a different organised play system they could commit time to instead rather than sacrifice their beloved PC to a poorly worded trap/monster/railroad of death that makes the [REDACTED] in Accursed Halls look like the turnip farming Kobold from [REDACTED].

I hope that the Paizo staff seriously look at the feedback for Risen From The Sands and commit themselves to more play-testing before product release in the future.

Also, 'consistent play experience' is a myth. Every module experience is going to vary wildly depending on what GM you get. That's an issue that no amount of guidance can remove.

Happy gaming!

Grand Lodge ****

1 person marked this as a favorite.

Mike, that's an awesome PFS story. That must have been the only game run where befriending the female zombie concubines ended up being good for your health!

Grand Lodge ****

I agree that Scarab Seekers is a bad name. It reminds me more of Animal Crossing rather than PFS. Get here you pesky beetles! Git in mah net!

The problem with Osirion is some words just end up being overused: Scarab. Ankh. Sphinx. Pyramid. Sandstone. Pharoah. Tomb. It adds to the feeling of a stereotype faction rather than a complex and nuanced organisation.

"Tahonikepsu's Dragon-Lords and Ladies, Masters of Time And Space" is a much cooler name.

Grand Lodge ****

1 person marked this as a favorite.

GM: The monument rumbles towards you, ready to crush your fragile flesh body under it's ancient Osiriani sandstone wheels.
Player: I put my yellow cloak over my head and hold still.
GM: :narrows eyes:

Grand Lodge ****

That would be great, I'd love to stealth past a hunting animated object! But the problem is the monster has been placed in an empty corridor with tiny windows and nothing to hide behind :( The party is effectively turned into the damsel strapped to the tracks.

Grand Lodge ****

2 people marked this as a favorite.

I've been reviewing the Rolling Pyramid encounter and I'm going to implement the following rules.

Momentum: When the pyramid chooses a direction to roll in, it goes that direction for two turns. It's maneuverability is effectively shot by its weight and also by gravity.

Slam: The Pyramid has no limbs, and it's slam attack is effectively a crash attack. It will only complete a slam on a charge or at the end of a movement of at least 10 feet. It won't take any Attacks of Opportunity whatsoever.

Temporarily Disabled: If the PCs trick the Pyramid into crashing into a door or column, the stone collapses upon it and buries it, disabling it for 1d6 X 10 minutes. When the construct becomes free, it patrols the room awaiting the PC's return.

I think any GM that makes the Pyramid repeatedly trample the party in the causeway may be doing the mod a disservice (unless the party is a bunch of cheese-monkeys in which case go crazy crush them flat for me willya?)

Grand Lodge

Loved chatting PFS story-lines and plot threads with you on the boards, very excited that you won this role.
:thumbs up:

Grand Lodge ****

Another voice here cheering for Pathfinders warping back to Tian Xia. That place is awesome.

Grand Lodge ****

6 people marked this as a favorite.

The typical PFS player:
-Min-maxes their stats
-Plays a Paladin, Summoner, Witch or a Touch-Attacker
-Cherry picks the very best feats out of 10+ Player Companions
-Plays in a party of 6

Then goes onto the boards and complains about how the scenarios are too easy.

You set difficulty when you make your character. The problem is so many of our player base are unconsciously clicking 'Can I Play Daddy?' when they make their characters.

Grand Lodge ****

11 people marked this as a favorite.

Even if they did write a Test of the Starstone module (which has been hinted at), there is absolutely zero chance that the heroes who succeed would become Golarion canon.

Can you imagine? Every few months or so a new book would come out that had to explain that Sephiroth Dark the Aasimar Gunslinger was now the Golarion God of Being A Badass. It'd wreck the setting.

Grand Lodge

2 people marked this as a favorite.

Lester Freamon! I love it!
Brilliant work team.

Grand Lodge ****

I don't think they have the word count for this sort of thing.
But we can imagine!

Chelish Scarlet Drops (cherry flavoured!)
Grampa Droskar's Toffees (caramel, soothes the throat)
Gnome-Gnubes (Jubes that can taste of any food such as scone, lamb and mint sauce, curried eggs, etc)
Fizzle Dust (Gnomish popping sherbet that pops in the mouth for 2 minutes. Probably would grant a -2 to perception for listening in that time, but maybe a +1 to auditory based saves?)
Besmaran Rum Ball (contains one standard drink per candy)
Cinder Block (Tiefling liquorice ball made of aniseed, pulped rat's blood, and ash)
Kaer Magan Gumball (produces a gum so sticky the eaters mouth is welded shut. Great for child hostages!)
Thassilonian Pleasure Stick (ancient rod of peanut brittle so strong that it will render you toothless)
Quester's Gobstoppers (Dwarven gobstoppers that last as long as the sky citadels! Each pack includes a trading card of a REAL Dwarven Ancestor hero! Collect all 6,578!)
Sovyrian Brandy Snap (This delicate wafer is so fragile that even an errant breeze could destroy it's perfect texture. Truly a connoisseur's choice.)
Gnoll Trust Slave Treat (Just one bar a year keeps the slaves locked in fear)
Tengu Dumplings (filled with red bean and fuzzy caterpillars)

Grand Lodge ****

Charm Person does not alter the NPC's memories. After one hour per caster level had expired, Lander's attitude would have slipped back to normal and he probably would've screamed at his mother about being lugged kilometres through the forest in a rotten log by a bunch of flat-headed, pock-marked Pathfinder commoners. Don't think the Lebeda family would be too happy with the Society after that.

Grand Lodge ****

Sitri wrote:


Scenario 2
Chris dies.
Betty casts BoL from her scroll.
Betty: Did you want to replace the scroll I used earlier to keep you alive?
Chris: Hell no. I didn't ask you to cast it on me, that is on you.
Betty: Let it be known that the asshattery is strong in Chris, he does not like to reciprocate the things that people do for him.
No one ever gives Chris anything again.

This is great and all but as an organiser, I don't want my local community facebook wall or organising email chains devolving into Betty telling everyone in the community that Chris is an ungrateful asshat. If there can be a way that Chris knows ahead of time that he needs to keep his asshat tendencies in check and always pay back the cleric/oracle for life saving magic, that'd be a better system.

Grand Lodge ****

Bludgeoner (Combat)
You can knock foes out cold with just about any blunt instrument.
Benefit: You take no penalty on attack rolls for using a lethal bludgeoning weapon to deal nonlethal damage.
Normal: You take a –4 penalty on attack rolls when using a lethal weapon to deal nonlethal damage. You cannot use a lethal weapon to deal nonlethal damage in a sneak attack.
Special: A rogue with this feat can use a lethal bludgeoning weapon to deal nonlethal damage with a sneak attack.

Bludgeoner does not add an extra 1d6 non-lethal damage.

Grand Lodge ****

I gave it to everyone but warned them they may need to remove it when clarification arrives.
When is clarification arriving?

Grand Lodge ****

You won't let anyone down, but you probably will down a few Pathfinders!
Ha ha! Jokes! I'm totally not traumatised after your running of Storval Stairs! :twitch:
Nope! NOT traumatised! :looks around nervously:

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