Pathfinder Adventure Path Charter Subscriber. Pathfinder Society Member. 587 posts (1,491 including aliases). No reviews. No lists. No wishlists. 3 Pathfinder Society characters. 16 aliases.
Larcifer(Pathfinder Adventure Path Charter Subscriber)
I received my copy of Pathfinder Adventure Path volume 50: Night of Frozen Shadows in the mail today, and it is severely damaged. Although the hard cardboard packing was intact.
On the top left there is a hard crease that bisects the letters "P" and "A" of word "Pathfinder" running to the left edge of the book. This crease makes it very hard to open and flip through.
Second, on the top right there is a slight "dog eared" crease on the front cover.
Third,the art is damaged: Shalelu's cloak under her bow arm is scuffed and worn off.
Lastly, on the bottom left just above the authors name there is another, albeit slight crease.
I have never had an issue with my books in the past, so I can easily assume this is an isolated incident which I hope can be rectified with a replacement copy. I would gladly return the damaged one I have.
Also, who can I ask for my contributers copies of Humans of Golarion and The Pathfinder Society Field guide.
Thank you for your attention to these matters,
Larry Wilhelm
Larcifer(Pathfinder Adventure Path Charter Subscriber)
Hi I recently added the guide to the inner sea and purchased it. However I wanted to apply a gift certificate with it, It did not apply it. Can I get some confirmation that the gift certificate worked for that shipment. Thanks
Larry Wilhelm
Larcifer(Pathfinder Adventure Path Charter Subscriber)
First off, thank you Josh for all of your amazing work.
Paizocon is amazing, and for the 2 years I went I had a blast, thanks! PFS, as a player, and an author, thank you for all the blood and sweat you poured into this. I wish you the best in the future moving forward.
On a personal note, thank you for the time you spent developing my scenarios and providing valuable feedback, thank you.
Best regards,
Larry Wilhelm
Larcifer(Pathfinder Adventure Path Charter Subscriber)
I am sure I just do nto understand how it works, but.....
I thought I was able to register for 2 or more evets during the same time slots as long as I had them ranked differently? Say X a 4, Y a 3 and Z a 2. Thus if I failed to get into X, I still had a shot of getting into Y and Z. When I try this the system tells me I have conflicts in my schedule and the will not be counted until they are resolved.
Is it correct that we can only sign uo for 1 event per time slot, and if so, what is the purpose of the rankings...
Larcifer(Pathfinder Adventure Path Charter Subscriber)
Hey 2 questions
1) can a draconic or abyssal sorcerer take weapon focus claws?
2) can same sorcerer take unarmed strike and make 3 attacks 1 with a kick then 2 secondary attacks with claws (realizing the -2 with primary and -5 with secondary)?
Larcifer(Pathfinder Adventure Path Charter Subscriber)
Please critique. Note I left out the encounters section, I feel its trite to add it...
I used werewolves, I was worried about the probability of a PC attaining Lycanthropy, but then I noticed that "Afflicted Lycanthropes" Cannot pass on the curse of Lycanthropy....
The Fury of Falcon’s Hollow
Spoiler:
A werewolf savages the cut-yards of Falcon’s Hollow, leaving the half-eaten corpses of lumberjacks in its wake. Luna, a lone Druid afflicted with the curse of lycanthropy, is the cause of the grisly deaths. Guilt stricken, she provides cures for the unsuspecting townsfolk’s many afflictions. Using forgotten fey magic she atones for her monthly rampages. Curious about Luna’s supernatural cures, the Pathfinder Society dispatches agents to assess her uncanny herbal remedies. Remedies the Society correctly believes come from a prized book penned by Baba Yaga’s descendant, the witch Ulizmila.
Tragically, Luna’s ministrations have invoked the wrath of the Blackblood Covenant, worshipers of Urgathoa who spread diseases throughout the town. Seeing Luna as a threat to their plan, they kidnap her, and discover her secret—lycanthropy. Delighted, they harvest the girl’s affliction, and they plan to gorge upon the townsfolk of Falcon’s Hollow in a feast that would make the Pallid Princess proud. When the PCs begin their search for Luna, they become the town’s only hope for survival.
NOTE: The werewolves are “afflicted lycanthropes”, so they cannot pass on the curse of lycanthropy.
Summary
The adventure begins as the PCs approach an abandoned cut-yard outside of Falcon’s Hollow. Soon the heroes discover the bodies of lumberjacks torn apart by ferocious fangs. Suddenly, the bodies contort into a tormented hybrid of man and wolf. Werewolves attack the party.
The PCs enter Falcon’s Hollow and find windows boarded up, shops closed, and axe-wielding lumberjacks patrolling the streets. As the players investigate Luna’s whereabouts, a man approaches. Secretly a covenant member, he attempts to inflict the group with slimy doom. Feigning friendship, he warns the PCs about Luna’s lycanthropy, and offers them a silver dagger. As he continues his counsel, howls echo in the distance and the meager militia springs into action. Luna’s animal companions charge into town attempting to rescue their mistress from her kidnapers. The PCs must decide whether to defend Falcon’s Hollow from dogs/wolves/dire wolves.
After the attack, the PCs find respite within the town’s inn. Interaction with NPCs allows the PCs to gather information about the ravaged cut-yards, the mysterious diseases, and the missing girl Luna. A group of lumberjacks confronts the party, implying they are the source of the trouble. One of the lumberjacks, also a covenant member, goads his friends on. Unless the PCs take actions to diffuse the situation, a brawl ensues. During the encounter, any PC with Knowledge (religion), or bardic knowledge notices the provocateur’s tattoo marks him as a worshiper of Urgathoa.
OPTIONAL ENCOUNTER: That night, the covenant assaults the PCs while they rest. Surviving the attack, the PCs discern more tattoos.
At dawn, the heroes spy ashen-faced men with wheelbarrows loading the disease-ravaged dead into wagons bound for a pyre. The wagon’s driver bears the same unholy mark seen the night before. The PCs can use Intimidate, Diplomacy, or Bluff to gain the location of the covenant’s hideout, or they can follow the wagon to an abandoned warehouse. Entering the warehouse, the PCs discover a shrine. From festering heaps of rancid flesh piled up in offering, a shadow/greater shadow claws forth to attack the PCs.
Finally, the PCs locate Luna tied to a silver table hidden within the warehouse. Near death, Luna warns the PCs of the covenant’s plans to use her affliction to infect themselves with lycanthropy. A growl in the shadows reveals a large Urgathoan werewolf. Festering sores weep upon his matted fur, and a frothy foam drips from his gaping, hungry maw. Drenched in drool, he attacks the heroes!
Conclusion
With success, the PCs retrieve Ulizmila’s writings, and defeat the Blackblood Covenant. With failure, the covenant destroys Ulizmila’s book, and the downtrodden township of Falcon’s Hollow falls victim to a ritualistic feast of Urgathoan werewolves.
Larcifer(Pathfinder Adventure Path Charter Subscriber)
Ancestral
The spirits of your forefathers and mothers flows within and around you at all times. You may have been born with this ancestral connection, or it may have awakened at a later date due to a heroic deed or stressful situation. Regardless, you are favored by your families deceased, and their collective power courses within your veins.
Class Skill: Knowledge (History)
Bonus Spells:unseen servant (3rd), false life (5th), speak with dead (7th), globe of invulnerability (9th), contact other plane (11th), heroism (13th), banishment (15th), moment of prescience (17th), foresight (19th).
Bloodline Arcana: Once per day add a +2 circumstance bonus to any one Knowledge skill check.
Bloodline Powers: You have the power of your collective ancestors surrounding you, and the powers you gain manifest in part to the heroic or dastardly deeds your family members have achieved before your time. You have been selected by these spirits to build upon your family’s greatness.
Touch of the Ancients (su): Starting at 1st level you may touch a creature as a standard action dealing 1d6 points of cold damage +1 for every two caster levels you possess. Creatures damaged by this attack become fatigued for 2 rounds. Once targeted by this touch, creatures are immune to its fatigue effect for 24 hours. You can use this power a number of times per day equal to 3+ your Charisma modifier.
Ancestral Protection (su): Starting at 3rd level, up to a number of times per day equal to your Wisdom modifier, after an attack roll is made against you, but before damage is determined you may grant yourself a concealment bonus (20% miss chance). If the hit is still successful apply damage normally. At 12th level this becomes total concealment (50% miss chance). Any effect that bypasses concealment negates this ability.
Ancestral Guidance (su): Starting at 9th level once per day as a full round action you may call upon your ancestors and roll two dice for any attack roll or skill check and choose either result. At 17th level once per day as a full round action you may roll three dice for any attack roll or skill check and choose either result.
Superior Lineage (ex): At 15th level gain a +4 inherent bonus to your Charisma and a +2 luck bonus to your Armor Class.
Mandate of the Forefathers (su): At 20th level you serve your ancestors and no one else, gain immunity to all charms, compulsions, and morale effects.
Larcifer(Pathfinder Adventure Path Charter Subscriber)
A few Questions
1) Starting Gold for 5th level? (use DMG?)
2) Points for the Point buy
3) What books can we use? Beta only, Beta and Pathfinder Campagin Guide, any books?
Hey guys this is a good place to talk about the new game instead of e-mails, let me know if this works....
OK you are all tied to the Mission some way please click on your spoiler below:
Kylar
Spoiler:
You live in this mission, and work for the mission's criminal mastermind, Geadren Lamm, he comes and goes usually in disguise and his "office" is hidden somewhere within this falling apart structure. Without his "patronage" a percentage of the profits from stolen goods that Gaedren gives back in donations to the mission, the mission would have long ago gone under due to its inability to pay for itsself. It makes a great hideout and the idiot priest of Abadar is none the wiser.
Petrus
Spoiler:
After your master was hung for treason, you have fell on hard times, no one has work for a stable boy, especially one who worked for such a distasteful employer. You are hungry and desperate, and found refuge in St. Caspieran's Salvation, a mission run by the church of Abadar. While it houses some unsavory characters, there are a lot fo orphans your age, and you seem to get a long nicely with them, behind the mission and across the alley is a dog kennel, while they have no work available, the kennel intrests you greatly and you help out.
Orson
Spoiler:
City life is hard, and its customs are foriegn and terrible, people do not share and they hold onto things and give thier posessions more value than their fellow tribesmen. You have had a terrible time of fitting in, and people even point and stare and mutter curses towards you under their breath. Hungry and cold, you found St. Caspieran's Salvation, a mission ran by a priest of Abadar, they fed you and provided shelter for cold nights. A elderly man approached you and provided you with work, although you find the work distasteful, it does allow you to interact with the other children of the mission, the only place where you are not treated with predujice
Baern
Spoiler:
You are an aspiring initiate of Abadar, you come from a well to do family and to teach you the poorer side of a community your family and the church have provided you with an apprenticship at St. Caspieran's Salvation Mission. It is a filthy place and the cleric running it has his hands full. While you would kick some of the more unsavory inhabitants out Ishanti instructs that all citizens of a community must be cared for and made to be productive, it is a hard lesson to learn.
Tanalia
Spoiler:
Your family has fallen on hard times, your grandfather was hung for treason, and your family's holdings were sold off, with what remainign money you do have, you were enrolled into the Academe. There you met your best friend Quillindra, but she too had disaster strike. Recently exspelled due to some necromantic no no she was kicked out into the streets. You believe she did not commit the crime, and was set up by another studnet. Recently, you found out Quillindra has been scraping by at St. Caspieran's Salvation, a mission of ill repute. You wish to pay her a visit, and while there meet more unfortunate children whom you have befriended
Larcifer(Pathfinder Adventure Path Charter Subscriber)
Hey guys as the thread states please critique. I figure this will be a great way for me to improve. Thanks to all who take the time :)
Spoiler:
Demon Haunts
Introduction
An art financier displays his recent Kellid exhibition at his summer estate. Guests marvel at the savage display of artifacts. Primal idols, statues, and beadwork provide contrast to the gothic architecture of the seasonal mansion. Dark clouds gather on the horizon—the coming storm sours the occasion.
Summary
Pathfinder representatives attend a summer art exhibition to authenticate a rare find. The financier of the exhibit, a fat Chelish man named Tukonen Rask hails from the house of Thrune. A patron of the arts, Rask funds expeditions brining him respect. Unfortunately, the Pathfinder who led his last mission never returned. Secretly, the PCs search for their missing brethren.
The adventure begins in the menagerie of the summer estate. Experts debate the meaning of the artifacts. The original owners of the pieces prepare to attack, as the participants discuss each sculpture. The Kellids have journeyed to reclaim their stolen property. The savages attack the dignitaries. Rask is the primary target, the PCs must decide if they will save him. At the end of this battle the last tribesman utters a curse to activate an idol.
Storm clouds gather and winds rage. The animals in the menagerie bay, howl, and roar. The larger animals escape from their cages. With a heightened predatory nature these feral beasts stalk the guests. The PCs spearhead the effort to retreat into the mansion.
Demons massacre the servants inside the mansion. If Tukonen still lives he begs the heroic PCs to end the carnage. If he was killed the PCs find Rask’s diary. Either way, the information gathered explains these Kellids use the idols for demon adulation. The PCs discover the only way to end the demon assault is to return to the menagerie and destroy the idols. As if on cue, hoards of demons burst forth and attempt to murder any remaining guests. Some are dragged off into the darkness. The PCs battle the demons.
Knowing the idols must be destroyed, the PCs venture back into the windstorm. They encounter the lost Pathfinder. Dark and menacing, he is dressed in Kellid war beads. From the shadows the nabasu follow his orders. He holds the invoked idol and commands the demons to attack.
Encounters
Encounter One: The Test of Knowledge
Location: The Menagerie
The PCs enter a series of knowledge skill checks to determine how much they know about the idols. Useful skills include: religion, arcana, history, art, and bardic knowledge. During this challenge a self-proclaimed expert is offended. He challenges a PCs to a non-lethal duel. If the PCs attain higher successes than this expert, Rask decides to make a donation to the Pathfinder Society. EL 7/10.
Encounter Two: Tribal Attack
Location: The Menagerie
Kellid barbarians attack the PCs and guests. With his last breath, one utters a curse to release the power of the idol. If he is captured, he commits suicide and still utters the curse. EL 8/11
Encounter Three: Break out
Location: The Menagerie retreating to the mansion.
The idol summons demonic forces. A raging storm causes the animals in the menagerie to panic. Demons posses the strongest creatures. They break free and attack (use dire animals). The mansion provides a safe haven for the PCs and NPCs. (Use rules for a windstorm DMG pg 65). EL 8/11
Encounter 4: Demon Front
Location: The Mansion
Once inside the mansion, bodies of servants cover the floor. Rask or his diary explains the power of the idol. Nabasu gain entry and attack the PCs in the central hall. The PCs discover that the only way to end the threat is by destroying the idol. (If the PCs have the idols or they are already destroyed, Rask/diary reveals that another hidden in an animal pen.) EL 9/12
Encounter 5: The Master himself
Location: The Menagerie
The PCs discover the missing Pathfinder in the corpse littered menagerie. Their comrade is possessed. Lesser nabasu are flying around him. In his hands he holds the invoked idol. The PCs can end the possession in two ways: kill the Pathfinder or destroy the idol. Destroying the idol spares the Pathfinder. Use lesser Nabasu and Human with demon possessed creature template (Quasit/Balor). (Advanced Bestiary pg. 51). EL 10/13.
Conclusion
If the PCs are successful, they end the nabasu threat, destroy the activating idol, and end the possession of their comrade.
Faction missions
Gain a rubbing of an idol, raise funds for future missions, discover the fate of the missing Pathfinder, look at Rask’s finance logs, and obtain a Kellid artifact.
Larcifer(Pathfinder Adventure Path Charter Subscriber)
What are you planning on playing in the new adventure path Ruse of the Runelords. (assume max gold and hit points at level one, 28 pt buy)
Meet Umlo Thistleknot
Male Gnome Ranger (1)--stats and write up to follow.
(planning on going 4 levels of fighter (yes an xp penalty for 2 levels) next then onto Gnome Giant-Slayer)
Gnomes seem to be a great choice for a PC bonus against goblins and Giants.
Does anyone think gnomes may over populate this new world...
granted Dwarves are a good choice to...