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Goblin Squad Member. FullStarFullStarFullStar Pathfinder Society GM. 989 posts. No reviews. No lists. No wishlists. 23 Pathfinder Society characters.


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Playing with a character build that's a Wizard/Rogue/Fighter type hybrid build. Here's roughly what I have so far -

PFS Legal, 20 point buy

Levels & Class: 3 Kensai (Magus), 4 Unchained Rogue, 5 Slayer

Human 12 STR, 16(+2/18) DEX, 14 CON, 14 INT, 12 WIS, 7 CHA

Traits: Clever Wordplay(Socal): UMD, Threatening Defender (Combat)

1) 1 Kensai (Magus)
Feat: Combat Expertise, Human Feat: Butterfly's Sting. Class abilities: Arcane Pool, Spells, Spell Combat, Canny Defense, Weapon Focus: Rapier.
2) 1 Unchained Rogue
Class Abilities: Weapon Finesse, Sneak Attack 1d6, Trapfinding
3) 2 Unchained Rogue
Feat: Combat Casting. Class Abilities: Evasion, Rogue talent - Minor Magic: Touch of Fatigue
4) 3 Unchained Rogue (+1 Stat bump to DEX)
Class Abilities: Finesse Training: Rapier, Danger Sense +1, Sneak Attack +2d6
5) 4 Unchained Rogue
Feat: Extra Arcane Pool. Class Abilities: Debilitating Injury, Uncanny Dode, Talent - Weapon Training: Improved Intitiative
6) 2 Kensai (Magus)
Class Ability Spell Strike
7) 3 Kensai (Magus)
Feat: Weapon focus: Touch Attacks. Class Abilities: Arcane - Close Range. Retrain Rogue talent - Minor Magic: Touch of Fatigue to Trap Sense
8) 1 Slayer (+1 Stat bump to DEX)
Class Abilities: Study target, Track
9) 2 Slayer
Feat: (lots of choices). Class Ability: Slayer Talent-Rogue Talent: Terrain Mastery: Urban

Plan is to use the Kensai 1st level spells to buff myself with Shield. and the Cantrips to use spell combat to attack target. At 7th level I'll attack the Touch AC using Ray Cantrips, drop their AC with Debilitating Injury, then attack AC using Spell Combat.
8th level and above, thinking about going Slayer for the +BAB, Studied Target, & the increase (slow) Sneak Attack dice damage.

Keep changing my mind -
Trait: Clever Wordplay(Socal): UMD - might go with Diplomacy (or even a different trait).
Grabbing the 5 levels in Slayer vs Picking up levels 5-9 in Unchained Rogue.

I shall check this thread again in about 24 hours to see if anyone has suggestions/comments for this build.

Here's a couple of my suggestions and why -

Vampiric Touch is a must have. It does damage and buffs you.

Burst of Speed (UC) for tactical positioning. Great if you have a minion in a choke point blocking the party from getting to a caster.

Air Geyser (ACG) has some fun uses and helps a bit for ranged fights.

Force Punch (UM) good vs insubstantial creatures and can allow AO from fellow party members.

Stay away from Elemental Aura. At first I thought it would be a good spell but the enemy taking a 5' step away from you pretty much wrecks it.

Darkness & Deep Darkness

These can be pretty nasty in that the completely shut down the 'sight' abilities of the party and there is a number of creatures that can use them. These powers should only be used now and then as they do build up a lot of frustration for the players.

Intelligent Monsters

Don't let the party buff themselves. Most buffs in the game only last a minute per level and take a round per cast. Usually these buffs only last once per encounter. As it takes time to recover (heal), search, and ID all the loot they find.
...So if the party tries to buff themselves before a encounter, monsters get a perception check to spot them. More buffs, more checks. Monster makes the perception check, fight starts.


Have guards (guard room) full of mooks outside the Big Baddy room. They're there to warn and also server as a choke point (doorway) to stop the parties advancement.

CMD Maneuvers

These can be hard for a new GM to use and figure out. There are monsters with very nice CM bonuses. Applying a grapple condition on someone effectively shuts that person down for 1+ round and makes that person a lot easier to hit.

Remember, all the tricks a party can use, bad guys can also use them.

Remember, Aasimars count as outsiders. While this is both good, it's also bad. There's a number of spells/abilities that don't work on them (unless the take the humanity trait) while there's other spells/abilities that have more of a effect on them.

Nothing worse then taking 1D6 per caster level + effect while everyone else is taking 1D8 every other caster level.

While I do agree they are slightly overpowered at low levels. During the higher levels, if their enemies know they are coming and can prep accordingly, can be painful to the Aasimar.

No, for all of the above reasons.

There is almost no way to balance that 40+ Strength in encounters while still keeping those same encounters fair to the rest of the party.

Barbarian's with a starting 20 strength and Raging can break most CR1 & CR2 encounters that can use strength. That's half of what he's asking for.

Working on a character concept for PFS (20 point build-PFS legal)

Want to make a Gnomish Hunter with a Giant Weasel companion (have boon).

I'll probably end up making him a archer (Strength penalty HURTS!) but I've also been thinking I'd just make him a support character for the Giant Weasel and let the weasel do 80% of the fighting.

As I've never played a Druid (or even a pet class before), I have no idea where and how to build him.

Suggestions on Stats and Feats?

Tower Shields, if used by RAW, can be crazy powerful if you know how to use them correctly.

You don't really use them to buff your AC. You use them to break Line of Effect and to provide cover to every behind you.

One trick I've seen used is having a Light spell casted on the back of a tower shield. Someone drops a Darkness Spell, Tower Shield breaks the line of effect of that darkness and everything behind it still has light. Course you do get into arguments of which squares still have light and which are in darkness....


Bumping this again as I'm still seeking the correct answer for this Boon -

Self Only?

Can be used to benefit another party member?

Boon -


Rare Generator: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.

While most boons are for character only, this one seems to imply you can also use it for a fellow party member.

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Most "Evil" deities are ones that offer a 'short cut' to power with little 'risk' to the worshiper.

In Pathfinder terms (simplified) -

I can gain a 1000 exp by sacrificing this village of defenseless peasants.


I can gain a 1000 exp by hunting down a monster raiding this village of defenseless peasants.

Both offer the same reward in exp but one has a significant higher risk to the worshipper of a deity.

How "buffed" do you want them?
With that money and what it looks like you want to give them, pretty "buffed".

Oil of Bless Weapon for a squad of them.

Trait -
If Religious troops - The one that buffs Will Saves (brain dead this morning, can't remember name)

Reactionary is the always 'go to' default for players.

Believe there's a couple different traits that bump up the Aid Other skill to +3. If these are supposed to be professional troops, I'd pick one of these traits. Since troops are supposedly trained to work together.

Here's the updated link to the Guide of Guides - .html

Here's a link to Guide to Builds -

Rage Power Scent gives you a big bonus to figure out which square a invis (can't see) creature is in.

Creatures that can't be seen have a nasty habit of taking 5 foot steps after attacking and you then have a poor chance to figure where they moved too.

Feat: Quickdraw is a poor choice. It almost never comes into play as you can draw a weapon as part of a move action...if you don't have it out already.

There's a pretty good guild for Invulnerable Ragers if you click on the Guide to the Guides link that's stickied at top of the advice column. Go to the very bottom of the first post for the correct link for guides.

With a dwarf build you don't really need to go Superstitious. You already get a nice bonus to your saves.

Just a suggestion, since this is more flavor then anything else -

Grab a large Dwarven War Axe, normal size it does a D10 damage. Large you take a -2 to hit, need to wield 2 handed, and deal 2D8 damage. If you can get the Impact enchant on it (might have enchant wrong, increase the weapon damage size by one) your dwarf will end up doing 3D8 weapon damage.

With your wizard able to cast enlarge, the dwarf barbarian now does 4D8 damage with reach.

Going with the Barbarian Archetype Scarred Rager, you'll able to rage cycle with just one turn of fatigue.

If you go with Vital Strike & use the feat Furious Finish, your barbarian will end up doing 64 (max 8D8) + all your other damage modifiers.

Feat you would probably -
Power Attack
Furious Focus
Vital Strike +6 BAB required
Furious Finish +6 BAB required
Improved Vital Strike +11 BAB required

I know I'm forgetting some stuff but need to get back to work.

The PFS ruling is some obscure post, which I can't find in the mass of posts, made by one of the head honchos for PFS gave a ruling on who, what, and how familiars can UMD when playing in a Pathfinder Society Game.

To use wands or scrolls from a spell list you needed class levels that gave access to those spells. Otherwise creatures that have spells or SLA, those are treated like the trait bonuses that give you a spell. Having those 'trait spells' does not give you access to that classes spell list.

Only reason I know this is I played with a GM that knows the PFS rules forward and backward and reads all the posts. I got called on it and he even showed me the post about it after the game.

If you have a lot of melee in your party a Tripping Magus can be scary.

Wand Arcana with a True Strike Wand

Trip Feat line

Your Trip attempts with be something like D20+Crazy. No need to worry about SR or immunities.

If you go to the Faerie Dragon and this is for PFS. There has been a ruling that Faerie Dragon do NOT have levels in sorcerer, so no sorcerer's spell list.


Bumping this as I'm still seeking a answer/opinions on how the Boon on the Chronicle Sheet could work.

Here is the wording on the Chronicle -


Rare Generator: You discovered a damaged generator from which you are able to siphon a small amount of the energy into a technological device. You can cross this boon off your Chronicle sheet to restore 2 charges to a timeworn weapon, timeworn armor, or another timeworn device. If you have the Technologist feat, you instead restore 1d4+1 charges to the item. This boon can only restore charges to a technological item that has at least 1 charge remaining.

While most boons are for character only, this one seems to imply you can also use it for a fellow party member.

So is it self only?
Or can your character use it to help out another party member?

By RAW it looks like you can use it for another fellow party member but this is against the general guidelines for Chronicle Boons.

I've sort of done something like this but I went with the Trait: Accelerated Drinker and some potions in Iron Vials loaded into a spring loaded wrist sheath.

Swift action - potion in hand
Move action to drink potion
Standard Action

It is a little more expensive but I feel avoiding the level dip into a class just to get the Reduce Person spell isn't really worth it.


I just ran this and I cried when the party hit the traps -

I had the whole party run into one of the corridors and the gravity trap, randomly, rolled 'normal gravity' the 2 rounds it took the party to destroy the lasers.

Scenario Reporting sheet boon question -

The boon that grants a recharge to a timeworn item. Can you recharge some one else Tech Item, crossing off this Boon?
Or does it have to be your own item?

Little hazy on the answer to this due to how PFS Boons work.

I am building a Vital Strike Character and seeking some suggestions - Help on classes. Here is what I have so far -

4 levels Warpriest
Will be using 3 Feats getting the Weapon of the Chosen feat line.

Will be using a Large Bastard Sword, Blessings Destruction & Liberation.

1 Level Feral hunter
Gives me access to Lead Blades and the ability to change into and get the bonuses from the different animal forms.

This is where I'm flexible. Will probably go Fighter, 2-Handed archetype. This will grant me access to more feats. Unless people have a better idea.

Stats are -
20 STR, 10 DEX, 12 CON, 10 INT, 14 WIS, 7 CHA

I pretty much have all my feats picked already, unless I go with fighter the rest of my levels. This would give me a couple extra feats which I probably would use for defensive purposes.

Death - Gives you some nice saves and major allows you to apply negative levels
Healing - Heal Good!

If you're going be Human, you might want to take 6 levels of the favored class ability to apply for the Warpriest class Feat ability. While you loose the extra hit points from favored class a extra feat can more then make up for it.

I would be careful with the Unarmed Strike and Musket. Some PFS gm will rule that if you used that Musket this round, you can not Unarmed (AoO) this round.

For your Kensai build -

I believe you can take Weapon Focus feat with Muskets as the Kensai class feature. It's just that everyone assumes you have to take it with a 1 handed melee weapon.

This would bring your To Hit with Muskets the same as your Brawler build, if you add Arcane Strike onto it, it's +1 better.

For grins, if looking at Multi-classing, maybe take a look at the Magus, Kensai archetype.

This would help your weak Will save, bump up your AC another point or two, weapon focus, and access to the Magus spell list.

If I take a level dip (one level) in Feral Hunter (Hunter Archetype) have a question on how the Feral Focus would work.

At 1st level, a feral hunter gains a limited ability to change her shape into hybrid animal forms. This functions as the animal focus class feature, except that the hunter always applies the animal aspect to herself, and there is no limit to this ability's duration. She can end this ability as a free action.

When a feral hunter uses this ability, her body takes on cosmetic aspects of an animal, such as furry skin, longer nails, elongated teeth, and oddly colored eyes; these changes do not grant her any abilities other than what is stated in the animal focus, and end when she takes on a different aspect or ends the ability. This physical change is a polymorph effect, though the effects of the animal focus are not.

This ability replaces the animal focus, hunter tactics, and speak with master class abilities.

Now this is for s single level dip in this archetype.
Can this single level dip character shift into different animal focuses when ever I want?

Example: Have a 1 level dip in Feral Hunter and 11 levels in Barbarian.
During the adventure, the character keeps switching between different animal forms.

Bit confused here. Say I take a level dip in Feral Hunter, I understand that I don't have the time limit for Feral Focus but can I still change the focus?

Can I drop the focus and then put it back on?

Example: Have Owl up as I sneak around town.
Drop Owl as I need to question someone but don't want to scare them.
Fight! Put on Bull.

Can you do all this with just a level dip in Feral Hunter?

Taking a look at that now.

I am slightly scared at taking that big of a penalty to my 'to hit' number with a 3/4 BAB class. Even with the priests buffs.

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Warpriest, human, 20 point build, PFS legal

STR 20 (18+2), DEX 10, CON 12, INT 10, WIS 14, CHA 7 (stat bumps will all go into strength)

Traits: Fate's Favored & Accelerated Drinker

Deity: Feronia

1) Blessings: Destruction & Liberation, Weapon Focus: Bastard Sword (class), Feat: Weapon of the Chosen, Feat-Human: Improved Weapon of the Chosen
2) Fervor
3) Feat: Greater Weapon of the Chosen, Bonus Feat: ? (Will re-train at level 4 to Weapon Specialization)
4) Channel Energy, Sacred Weapon +1
5) Fervor, Feat: Toughness
6) Bonus Feat: Vital Strike
7) Sacred Armor +1, Feat: Quicken Blessing (Destruction - Destructive Attacks)
8) Fervor, Sacred Weapon +2, Human Favored Class Bonus Feat: Greater Weapon Focus
9) Bonus Feat: Devastating Strike, Feat: Power Attack
10) Blessings (major), Sacred Armor +2
11) Fervor, Feat: Furious Focus
12) Sacred Weapon +3, Bonus Feat: Improved Vital Strike

Levels 1 & 2 favored bonus goes into HP. Levels 3 through 8 favored bonus go into the human favored class - Bonus Feat. Reast of levels go into HP .

Basic Gear: Large Bastard Sword, Full Plate, Standard misc magic stuff, and Lots of Potions.

Tactics (simplified): Have potions (Enlarge and one other) in Spring loaded Wrist Sheaths. First round, swift action to get potion, move to drink Enlarge, standard to Vital Strike. Repeat 2nd round. Figure with Enlarge person + Vital Strike will be doing 6D8 weapon damage. Get Impact enchant on weapon that turns into 8D8 weapon damage.

Things I'm looking to tweak -

3rd level Bonus feat (re-train to Weapon Specialization at 4th)
9th level Power Attack
11th level Furious Focus

The 3rd level Bonus Feat I could be talked into re-training to some other combat type feat at a later level, thinking Lunge at 6th level as a example. Also thinking about changing Power Attack & Furious Focus feats as I'm strongly tempted to pick up some defensive feats to help with saves or AC.

I just feel that I won't get that much of a benefit from Weapon Specialization & Power Attack when I'll be making just 1 attack most combat rounds.

Opinions on exchanging them for -
Iron Will
Great Fortitude

Something else?

Will check this thread sometime late tomorrow for suggestions.

It is -
+2 to hit with dagger, Deific Obedience: Pharasma
+1 To damage with daggers, River Rat trait

Also using daggers, I like getting Reduced Person for my Unchained Rogue. Bonus to AC, bonus to hit, and the average damage actually goes up!

All things made of Mithral count as masterwork. You can add the +1 Enhancement later.

Thanks, what I thought.

You now also have me wondering what happens to those multiple missiles if targeting other people.

Want to make sure I understand how this Ring works correctly.

Ring of Forcefangs (found in APG pg292)
This band negates any force spell or force spell-like ability targeted at the wearer. Doing so gives the ring a number of charges equal to the spell level of the incoming force effect. The ring can hold a maximum of 9 charges.

If an incoming force attack would charge the ring beyond this limit, the ring does not negate the attack or gain charges, and the attack affects the wearer normally. On command, the wearer can use the ring’s charges to cast magic missile, unleashing one missile (1d4+1 force damage) per charge but no more than five missiles per round.

This is my understanding of how this Ring works, just not sure if I'm right.

If a 3rd level caster hits you with magic missiles you still only get 1 charge since its a first level spell.
You would still only get 1 charge if a 10th level caster hits you with magic missile.


Now say a 5th level cleric attacks the wearing with spiritual hammer (a 2nd level cleric spell). Wearing of this ring would get 2 charges and the Spiritual Hammer would go *POOF* and be gone.


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I'd be more scared of why the gm gave you all that money if it's out of character. :-D

Really need something to bump up your fort/will saves.

Think about picking up a wand of reduce person. Will help your AC, to hit, and your damage should actually be slightly better.
Maybe pick up a mithral & masterwork cold iron dagger for that DR.

Emerald Spire Level 4 and Level 5 reporting error -

I just tried correcting some Emerald Spires I've ran. When reporting the level 4 and 5 I ran on the same day, the level 4 Godhome glitches by seeming to put the tracking info into the level 5 Drowned Level. While keeping the fields filled out for Godhome. ie get already reported error for level 5 Drowned Level.

Can you change your +2 enchant on your armor to a +1 spell storing?

While this will drop your AC by one, there's a number of very good spells you can put in it. My favorite is Frigid Touch. Grab a couple scrolls and use those to recharge the spell storing if it looks like you'll face multiple encounters.

I'm thinking the easiest to run tanking class is the Swashbuckler/Mouser Archetype. All because of this Deed -

Underfoot Assault (Ex): At 1st level, if a foe whose size is larger than the mouser's is adjacent to her and misses her with a melee attack, the mouser can as an immediate action spend 1 panache point to move 5 feet into an area of the attacker's space. This movement does not count against the mouser's movement the next round, and it doesn't provoke attacks of opportunity. While the mouser is within a foe's space, she is considered to occupy her square within that foe's space.

While the mouser is within her foe's space, the foe takes a –4 penalty on all attack rolls and combat maneuver checks not made against the mouser, and all of the mouser's allies that are adjacent to both the foe and the mouser are considered to be flanking the foe. The mouser is considered to be flanking the foe whose space she is within if she is adjacent to an ally who is also adjacent to the foe. The mouser can move within her foe's space and leave the foe's space unhindered and without provoking attacks of opportunity, but if the foe attempts to move to a position where the mouser is no longer in its space, the movement provokes an attack of opportunity from the mouser. This deed replaces opportune parry and riposte.

Class does has two major drawbacks -
(1) Crummy saves
(2) Pretty much need to be a small race.

Kind of frustrated now. Like the idea behind the class but the feat cost is going be kind of crazy.

Melee Feats don't really work with Gun (range) feats.

So I might just drop the idea of using guns (except as a backup-range weapon) and go with a standard barbarian type build.

BigNorseWolf wrote:

The problem with that was that it only showed upcoming games.

Since people don't organize games on paizo, you'd have to effectively double the work load of organizing the game on warhorn/facebook/email list, pre reporting it on paizo, and then reporting the game after it was played. Most people tended not to use it consistently, if at all, meaning that people could look and not find games that were actually there.

Still liked it better then what's up there now. Besides, to get a PFS tracking number for running a game you needed to set it up on paizo before hand.

Of course, I've seen a number of times where this setting up and reporting was done at the same time.

I miss the old, enter zip code and miles away, watch events in that area pop up on a map.

Was just going go with quick draw feat. Shoot, drop and draw another.

This is just a rough draft -

His 'clan' worked one of the spots from the "Rain of Stars".
This drew the attention of the Technic League.
The Technic League decided what this Dwarf Clan was 'poaching' their 'property' and due to a surprise attack destroyed the clan's home.
With no home and wanting revenge, started smuggling to the different barbarian tribes in Numeria and working for the PFS.

Rage Powers
Reckless Abandon - Will probably get
Beast Totem line - doesn't work too good when the build is around using a melee weapon and a gun.
Blood Lines - Think those are only for Bloodrager. Will need to check to see if usable with a normal type barbarain.
Clear Mind - Will get but depends on what other Rage powers I pick up.

Started a Dwarf Savage Technologist for PFS and having problems figuring out what Rage Powers to go with him.

Brief description of Savage Technologist -
TWF with a one-handed weapon & a gun in melee range. When Raging, Strength and Dex goes up.

Character Build - Dwarf
16 STR, 14 DEX, 16 CON, 10 INT, 14 WIS, 6 CHA

Plan is to fight with Dwarven Waraxe in main hand and Double-Barreled Pistol in Off Hand.

While I do have some idea for Feats, I'm having problems choosing which Rage Powers to grab. I will NOT go with the superstitious rage power line. Any other suggestions welcome.

PS. My original plan was to go 1 level Gunslinger (Gun Tank Archetype - some protection from Crits & SA), 5 levels of Savage Tech (Barbarian Archetype), and 5 levels of fighter.
Then got to talking about just going all levels in Savage Tech and picking up those Rage Powers but not sure which ones to grab with this type of build.

I've played a Wand Magus (Magus with the wand arcana) that uses the greater trip feat.

Use Wand of True Strike (spell combat feature) with a Trip (using greater trip feat) attack. That's +24 on your trip attack, +more if using a trip weapon. Will trip almost everything.

Have your wizard spells (limited compared to a true spell casting class but you have them) for buffing, damage, & control.

Plus if you want to get a bit more crazy, get yourself a familiar (Improved) that can use UMD. Hand that familiar a bunch of wands and let him buff with some spells.

This build does require getting access to wands and burns through those wands fast.

forgot about the Samurai as a option.

If you don't mind multi-classing, there are some classes/archetypes that will give you that proficiency. Three classes that I know off the top of my head - (1 & 2) Cleric/Warpriest that has a deity that uses a Bastard Sword as their main weapon. (3) Kensai/Magus Archetype.

You just have to decide if it's worth loosing what you gain.

The rogue trick: Minor & Major Magic are spell like abilities. Due to errata put out a while back, SLA do not work with Arcane Strike.
- I tried going that route and got called on it when I did my rebuild for PFS.

Power Attack & Rogues: there's been a number of people that have theory crafted power attack for rogues and they all come down to - DON'T. The 3/4 BAB, the penalty on To Hit with power attack, and the AC of targets gets harder and harder to hit as you level just doesn't make it power attack worthwhile.

Improved Feint: Have a love/hate relationship with it. Love it as it's usually pretty easy to pull off versus humanoid monsters. Hate it because of the big penalty it suffers versus non-humanoid monsters.

Can't really give you any advice on builds as there's so many different ways you can go. I will mention that I've seen spring attack builds work well with the scout archetype.

So what class are you going to recruit (build) now?


I am not registered, nor do I have the time to really do a thorough play test with it but here are my suggestions, from what I see.

1) Could use a break down for combat stats - bonuses to hit and how your AC is figured out. This allows GMs a quick glance to figure out your character got some of those crazy numbers.
Example: Class bonus, enhancement bonus, size bonus, luck bonus, moral bonus, etc etc break down.

2) Need a place for situational modifiers on combat tab. I have a character with 6 different situation modifiers I try and keep track of when in combat. This means I have these modifiers scribbled in on the side of a character sheet, trying to keep track of them.
Example - Maxwell Kaput (your dwarf warrior): You have nothing on the combat tab for when fighting giants or orcs/gobliniod.

3) Should also be a place for situational modifiers on skills.


Used to use both the paizo site and warhorn to find upcoming, nearby conventions. Liked the paizo site for conventions as it only dealt with pfs games, warhorn dealt usually dealt with everything happening (cluster%&$&).

As the paizo event page is now, it's almost impossible finding nearby pfs conventions, specifically the mini-conventions.

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