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Sammy T's page

FullStarFullStar Pathfinder Society GM. 556 posts (771 including aliases). No reviews. No lists. No wishlists. 9 Pathfinder Society characters. 1 alias.


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Shadow Lodge

Brigg wrote:

Do you prefer creating your own storylines and canons between your characters and figure out the schematics later?

Or do you prefer to research strategies and make characters based on them?

Sometimes one, sometimes the other. Sometimes a mix of both as little choices add up and twist the execution during character creation.

My characters and their genesis:

1) Concept first: Wanted to be a older retired militia man who was the ultimate team player. As I always loved playing a Discipline Priest in WoW, the Life Oracle with Life Link, Shield Other and Channels was the perfect fit.

2) Concept first: Wanted someone who was melee-centric and the exact opposite of character #1. I enjoy pro-wrestling, so I decided a big dumb (but handsome and beautiful) wrestler would be fun. Tetori monk.

3) Concept first: Little girl, big stick. Character concept from the old anime trope of massively oversized weapons wielded by petite schoolgirls. Oracle/Paladin (perhaps to be Oracle/Skald depending on ACG).

4) Mechanics first: Wanted to play bad ass Zen Archer. Zen Archer/Inquisitor.

5) Mechanics first: Wanted to theorycraft and play a halfling grappler. Halfling Tetori.

6) Concept first: Wanted to play an old stuffy british colonel who had a companion. Made a Taldan summoner with a walking castle ("fort courageous") as his eidolon.

7) Mechanics first: Wanted to play a guy who only used a shield as his only weapon. Ranger/Horizon Walker

8) Mechanics first: Playtesting a Shaman (who is the daughter of character #1). Shaman of the Heavens.

In the bullpen:

9) Concept first: Al Pacino is the master of all magic...HOOAH! Mystic Theurge who worships Asmodeus.

10) Mechanics first: Superstitious Spell Sundering Pounce barbarian with Spellcraft and Knowledge Arcana as class skills. Barbarian.

Thing to note, all my characters are A) Mechanically sound and B) have solid RP foundations (mannerisms, motivations, etc).

Shadow Lodge **

1 person marked this as a favorite.
redward wrote:
If I go and eat 12 McRibs because it's the last day they're available the only person I'm hurting is myself.

If I'm sitting next to you at the table, I'm sure I'm getting blowblack from those 12 McRibs.

Shadow Lodge **

So, to revisit the errant Heal spell on Formoch's list (he has it memorized as a L5 spell when it is a L6 spell):

Since he has also memorized 2 CLW, 2 CMW and 2 CSW and an erroneous Heal, I'm simply having him memorize Breath of Life instead as it is the biggest healing spell available at L5.

Shadow Lodge **

2 people marked this as a favorite.


Shadow Lodge **

The WHW's hair does the grappling and she remains grapple condition-free per the ability.

Shadow Lodge **

Ring_of_Gyges wrote:
Spring load wrist sheaths to draw potions as swift actions and Accelerated Drinker to drink them as move actions. Also very useful in using Breath of Life scrolls in a timely manner.

1) Expect Table Variation with Spring Loaded Wrist Sheaths

2) Not that you said it could be done, but just putting this out there before someone makes an assumption: You would not be able to use a Spring Loaded Wrist Sheath and Accelerated Drinker in the same turn ("You may drink a potion as a move action instead of a standard action as long as you start your turn with the potion in your hand.") As the potion was not in hand at the start of the turn (it was in the table variation sheath), Accelerated Drinker would not apply.

Anyways, back to reading this thread for stuff to buy on the cheap.

Shadow Lodge **

I'm guessing that if that dev errata never made it into print, FAQ or prd--hero lab played it conservative and stuck with what is officially in print.

Shadow Lodge

Between Sacred Summons and Acadamae Graduate, you can pump out Standard Action summons every round. Fun.

Shadow Lodge

2 people marked this as a favorite.

I literally just posted my burgeoning MT build elsewhere.

Short version: All in one Summon/Control/Buff/Condition Removal with the character basically RPd as composite Al Pacino

Aasimar (Emberkin)
Thassilonian Specialist (Egorian Infernal Binder) 2 / Cleric of Asmodeus (Separatist) 1 / Mystic Theurge X

Inspired by tales of the Runelords, Dagvaar Inkalde chose magic as the vehicle to his future greatness. In his search for magical mastery, he attended the Academae in Varisia and is an adjunct professor of conjuration at Egorian Academy of the Magical Arts in Cheliax (gaining a fierce appreciation for the power and guile of Asmodeus at the latter).

Thassilonian Specialist will let me carry an double up my conjuration specialist bonus spell so I have two of it (Summon Monster X naturally). Egorian Infernal Binder grants I get Assume Control instead...which is totally in line with the conjuring Cult of Personality that is Dagvaar.

I will take Acadamae Graduate, so I can fast track summons at the cost of possible fatigue (or exhaustion).

On the Cleric (separatist) side of things, I will take the domains of Trickery (for Copy Cat to qualify for MT) and Restoration (because Asmodeus will reward my service by removing my fatigue from Acadamae Graduate).

STR 9 / DEX 10 / CON 14 / INT 19 / WIS 15 / CHA 9
Bump INT at L4, WIS at L8

Magical Knack (Cleric), Clever Wordplay

Out of Combat:
Knowledge Monkey, Party face

L1 Feat: Acadamae Graduate (usable only with arcane summons)
L1 Wiz Feat: Spell focus: Conjuration
L3: Augment Summons
L5: Improved Spell focus: Conjuration
L7: Superior Summons
L9: (Theurgy?)
L11: tbd

Spell Progression:
L1 Wizard 1 (L1 Wiz Spells)
L2 Cleric 1 (L1 Cleric spells)
L3 Wizard 2
L4 MT 1 (L2 Wiz spells)
L5 MT 2 (L2 Cleric spells)
L6 MT 3 (L3 Wiz spells)
L7 MT 4 (L3 Cleric spells)
L8 MT 5 (L4 Wiz spells)
L9 MT 6 (L4 Cleric spells)
L10 MT 7 (L5 Wiz spells)
L11 MT 8 (L5 Cleric spells)

Shadow Lodge **

1 person marked this as a favorite.

If she does it right, he'll never know.

Shadow Lodge **

I don't do it.

I probably won't do it.

I've had mediocre-to-poor experiences with under-prepped/non-prepped GMs and don't ever want to inflict that on 4-6 other people.

Shadow Lodge **

2 people marked this as a favorite.

Nosig, super simplified version:

We run 4-6 tables each game night.

We post the scenarios a month ahead of time online, where folks can sign up to GM or play ahead of time.

Like any game store, there are folks who regularly GM on a rotating basis.

Like any game store, there are folks who will never, ever GM.

Right now, there is a table of EoTT running that is locking up 6 of our regular GMs.

So, you have a smaller GM pool and players who aren't stepping up and occasional walk-ins.

(Most of the time it works out because the regular GMs will sign up to cover tables ahead of time and most folks exercise common sense ("Oh, there's 16 people signed up for this game but only 2 GMs and the game is in 2 days...hmmm...well, I don't want to GM, so I won't sign up.") but some folks seem to lack that critical thinking skill.)

We have an awesome rock star who usually will run a pick up game if worse comes to worst with walk-ins and overflow. That awesome person is Fromper.

Fromper is a GD superhero who repeatedly and consistently will drop out of a game as player to run a new table if there are walk-ins or a GM pulls out at the last second. He deserves like a million medals of PFS service for his sacrifices.

However, when the regular GMs want to play, have signed up to play well ahead of time and are there specifically to play, they deserve that time and shouldn't have to worry about having a back up scenario pre-prepped to run and losing out on their playing time.

Shadow Lodge

No Clustered Shots? That's almost mandatory for an archer.

Shadow Lodge **

1 person marked this as a favorite.
Rorary Prisock wrote:

Well at least a Separatist Cleric with Domains Fate Inquisition and Trickery still meets the 2nd level arcane/divine requirements for Mystic Theurge at 1st level regardless of race. 2 Ranks of wizard and BOOM mystic theurge at level 4. I'm betting the new races will allow new ways to min/max to the hilt and build different abominations than the ones that already exist.

Respectful correction: that hasn't been the case since September of last year.

"For spell-like abiities gained from a class, use the spell type (arcane or divine) of that class to determine whether the spell-like ability is arcane or divine. If the class doesn't cast spells, use the above rule for spell-like abilities from race or type."

Shadow Lodge **

By RAW, everything but adamantine gear would get the destroyed condition and would require Make Whole spells to restore--but having all your WBL destroyed pretty much cripples a character into unplayability and I could see almost every GM handwaving the swarms eating a TPK'd party's gear.

Shadow Lodge

BigNorseWolf wrote:

Its a matter of legitimate table variance. Get the spring loaded wrists sheaths (2) just in case


Shadow Lodge **

The message cantrip is a neutered choice in this scenario given the distances between locations and the duration of the spell. At best it can cover the distance between the general store and inn or tent city and beer garden and, in tier 4-5, would only cover the initial 50 minutes of a investigative phase.

Shadow Lodge **

GM'd another go round tonight, this time a 4-person party, low sub-tier party: Paladin of Ragathiel, Gnome Prankster Bard, War Priest (sling) & a oracle/fighter/bard mutt. Another 3 1/2 hour game, with the first initiative (Encounter 4) at around 2 1/2 hours.

Off-book locations:
Murder Victim's 2 (Skinned Victim) House: Had crying teen girls out front for the PCs to interact with.

Murder Victim's 1 Crime Scene: Had pilgrims praying for the soul of the nameless bard from another town for the PCs to interact with.

Murder Victims' 3&4 bodies (the frame victims): Clerics of Abadar passing through town are preparing the bodies for burial as a favor the sheriff. While the PCs couldn't inspect the bodies, they got more rumor info from the Clerics who were also starting their own investigation.

Off-book skill use:
Prankster bard using his juggling/comedy skills to entertain the townfolk.

Fun fact:
Just like the last table I ran, the group self glitterdusted to reveal Torvil.

Fromper and Redward were at my table, so I'll let them chip in with any thoughts they had. I know that as a GM I was a little toasty by the end and should have taken a personal break (whereas the players took mini-breaks when their investigation location wasn't live).

Shadow Lodge

1 person marked this as a favorite.

Will Paizo's new WCF Reference Guide have new archetypes and feats?


Shadow Lodge **

I'm looking at running the sanctioned content (Runeforge pt 3-10) for a party of high level PFS characters.

Would anyone have an eyeball figure for how long it would take to run for a party of four well-built PCs (all L15)? How much quicker if it were a party of six? Any things to be aware of?

Shadow Lodge

I'm dying here. Every week I hope a Shaman preview and every week I cry Shaman tears.

I invested a chunk of time playtesting a Shaman and currently have it parked at level 5 until I know the changes.

Shadow Lodge **

Kyle Baird wrote:
As someone who's written for Seasons 3, 4, 5, and 6. I much prefer season 6th method. :-)

Finally, I can join the Garble Facechomper faction.

Shadow Lodge **

I would forgo using or handing out the 'lure' letter Jorsal hands out.


While flavorful, it is chockful of red herrings. Omar. Pulura. (Another) farm. In a scenario full of false rumors, there is absolutely no need to confuse the investigations any further.

Shadow Lodge

"Metagaming" has a different connotation in RPGs than MOBAs and MMORPGs. "Min/Max" or "optimizing" would be the more apropos term.

Shadow Lodge **

Doug, I am aware of the site. However, sometimes the only way to learn something is to work through it yourself versus using someone else's notes ;)

Shadow Lodge **

Not elegant whatsoever but here is my my hacked together cheatsheat.

Shadow Lodge **

Ran this last night. From briefing to me walking out the door, it ran 3 1/2 hours.

L5 Rogue
L4 Cleric of Saranrae
L4 Zen Archer
L4 Rogue Pre-Gen (forgot personal L4 Rogue at home)
L2 Fighter/Paladin of Abadar

Adjustment: Jorsal took a moment to lay out the mindset of the populace. "They live next to the Worldwound, Nerosyan was recently attacked and demons roam the countryside...they are afraid. It is easier to judge someone guilty than prove them innocent."

Adjustment: Although not explicitly called out, I made sure Jorsal handed them the letter so they could refer to it later.

Investigation Prep:
I simply brought 4x6 index cards and jotted down the names of the main locations (Tent City, Inn, etc.) I made clear that these were not the only locations they could visit, but simply the most obvious upon their arrival. I left a stack of blank cards on the table for them to name other locations they'd like to visit during the course of their investigations. When PCs investigated, they would simply put their mini on the note card of the location they were at.

Day 3:
I took a moment as GM and explained that it would be in their best interests to split up into teams to cover more ground. Once or twice, I really had to convince to split up and/or NOT assist (since it's better for each PC to individually roll during investigation).

Upon arrival, some folks went and visited the accused. They easily turned the Sheriff helpful and got the basics of the evidence (and quickly realized the handwriting samples were the same). Others hit up the town and got the basic rumors.

Day 4:
Adjustment: Instead of waiting until after the phase one to roll to reduce the first town sentiment track progression (which is mechanically weird), I had them roll at the beginning of each day.

At the end of the day, they had a bunch of conflicting rumors, but had gotten much of the basics. At the end of the night, one of the rogues almost broke into Ekira's room at the inn, but thought better of it.

Day 5:
This blends together as many things hit the fan at once. The PCs, whose town sentiment track had been ridiculously low, started using intimidate. Also, the Opposition track started kicking in which fed into the party using intimidate. Pretty much in short order, they hit all the encounters, culminating with Encounter 4/5 at the end of the night.

Dalton got off one sneak attack by climbing outside the house and sneaking up from behind before being non-lethally pummeled into submission. The PCs convinced both Luin and Ekira of their innocence, leading Dalton to attack with Torvil's assistance. One of the PCs heard the invisible Torvil and the party agreed to eat a Glitterdust so no innocents would get hit but the invisible creature would be revealed. So, naturally, 3 of the 5 PCs failed their save vs blindness. They quickly recovered and defeated Dalton but Tovril squirmed into the crowd, turned invisible and escaped.

The cleric and paladin easily showed Ekira the error of her ways, putting a button on the the end of the night.

'Offbook' investigation locations:
Some PCs decided to visit Daniel's Farm (Daniel = skinned victim from Otto's farm). To make it a viable rumor site, I simply had some pilgrims/mourners out front praying for the recently departed Daniel that chatted with the investigating PCs.

Other PCs also chose to visit the site of other murder victim (a bard on his way to Dawnton that was killed by the side of the road). At this point, the PCs had villagers escorting/watching them constantly, so had the PCs succeeded on an interaction roll, I would have let their escorts slip with some rumor info--but the PCs were at -4 for interactions and failed their rolls.

The party almost decided to go looking for Devil Circles in the woods, but a 'lucky' true rumor roll debunked that notion ;)

'Offbook' skill use:
The pre-gen Rogue used acrobatics to entertain the tent city crowds and make friends (and advancing opposition track).

The Zen Archer held an archery contest with 20 cold iron arrows as the prize. He easily won the contest...but still gave the arrows away, earning him admiration and friends (and advancing opposition track).

Fun facts:
3 of the PCs got haircuts at Orug's barbershop.

Am initiative wasn't rolled until Encounter 4 2 1/2 hours into the scenario.

Post Game:
The players really enjoyed the scenario, even if at times as a GM I had to bend logic to make the scenario work/be less confusing.

With the amount of GM feedback and workarounds in the thread, it feels like this scenario needs one more pass before it is truly finished.

Shadow Lodge **

New error found:

Town Sentiment Track on pg 6 indicates that Town Sentiment 10 you begin encounter 2.

Encounter 2 on pg 12 indicates that it occurs when Town Sentiment reaches 6.

(Doing this from my notes, not the PDF, so hopefully I got that right.)

Shadow Lodge **

Not exactly correct, DM Beckett.

"Should the PCs learn all of the true rumors, each additional true
rumor instead debunks one of the false rumors that PCs have already heard. If you roll a false rumor that the PCs have already heard, repeat the rumor with minor changes to the details to cast doubt as to whether or not it might actually be true."

So, additional True rumors auto-debunk while, while additional False rumors muddy the waters.

Shadow Lodge **

Yeah, do not run this if you can't sink your teeth into it and wrap your head around it.

I'm also working on a master cheat sheet because there's so much to juggle.

Shadow Lodge **

Thank you for volunteering to GM and I'm sorry you (and potentially the other players) had an unfun time.

I usually have a spiel I say at the top of the game, something along the lines of:

"Hi, I'm Sammy and I'll be your GM for the next 4 hours. I'm really looking forward to playing with everyone and having fun. If you've never played with me before, just a couple things you should know:

If I ask how you got a bonus or how a power works or how you did something, I don't think you're cheating. I just honestly don't know and need clarification--Pathfinder has so many rules that there's no way I can know them all. So, just be ready to explain if I ask.

During combat, know what you're going to do on your turn. I'll let you know when you're on deck. Let's keep things moving. If you can, roll your damage with your attack roll.

If there is a rules thing that takes too long to resolve, I'll just make a ruling so we can move on and not stop the game. We can look it up during the break or after the game.

Finally, this is a game, so let's just play and have fun!"

I like to upfront the rules thing with players so they know I will adjudicate fairly, but if it stops the game cold, I'm going to rule and move on...but they'll still get their day in court during a break or after the game. That tends to pre-emptively squash most prolonged rules arguments. However, it also forces me to be honest--I've sent e-mails a day or two later with links to forum posts/FAQs, regardless if I'm right or wrong, to clarify a confusing rule interaction for both parties.

Anyways, specific to your issue, after a certain point you either say at the table "Gentlemen, we only have X amount of time for this scenario--we can argue over every rule and not finish or I can make a ruling and we move on." That puts more on them (or the specific player) to pick and choose their rules battles rather than argue every single thing they disagree with.

Shadow Lodge **

I welcome difficult scenarios like this. If only to keep myself honest about my own personal combat preparedness and team player contributions.

Shadow Lodge **

My only question is if the scenarios will be available for download before Friday (as I print scenarios at work).

Shadow Lodge

You still get the maneuver even if you are hit, you simply take the damage as a penalty to the maneuver.

Shadow Lodge

2 people marked this as a favorite.

One day, you will be able to play from Level 1 to retirement thanks to the Blakros family.

Shadow Lodge **

Jiggy, nothing but mad respect for you as a person (just so you don't think I'm frothing at the mouth and yelling at you ;).

Ultimately, for me, this boils down:

Is the act of rolling for a Day Job for Profession: Torturer or Assassins' Guild (if you are an active 'off-screen' assassin) considered an in-game evil act subject to alignment infractions?

Is the act of rolling for a Day Job for Underground Business, Front (Sczarni), or Thieves' Guild an in-game chaotic act subject to alignment infractions?

Otherwise, I'm with Mike Clarke above.

Shadow Lodge **

Jiggy wrote:

Not enough people use the tekko-kagi (iron claw). It's a super-cool weapon, with lots of flavor potential and uniqueness. Definitely a welcome change of pace from Yet Another Greatsword, right? Plus it's totally legal. And as a weapon, the whole point of it is to hurt people.

So when I walk up to the nearest random NPC and use that tekko-kagi to eviscerate him without provocation, any GM who calls it an alignment infraction is simultaneously penalizing me for selecting a legal character option and trying to regulate and penalize the ways I add flavor to the RP of my character.

One of those is in-game, at-the-table character behavior and subject to adjudication.

The dayjob is a flavor abstraction.

Because if we're going to start hawking day jobs for alignment violations, we've just opened an unfun, unwieldy and wholly subject to individual GM interpretation bureaucratic process to day jobs.

Unless PFS management comes out and bans/clarifies certain vanities, we as GMs have bigger issues to deal with on a regular basis than someone's choice of day job.

Shadow Lodge **

3 people marked this as a favorite.

Oh, are we flagging Profession Torturer as an evil act now?

Does this mean Underground Business vanity from the PFS Primer also flags you as Chaotic (and possibly Evil)? What about the Thieve's Guild vanity? Or the Assassin's Guild?

A day job is an abstracted roll of a character's offscreen activities and adds flavor to the RP of the character. Let's not start trying to regulate and penalize players for Day Job choices as that's wholly unnecessary.

Shadow Lodge **

2 people marked this as a favorite.

Your rules argument is such a stretch...: has 10' reach.

Your Barbarian is soooooo dumb...:
...when he took the slow track, he asked where the train was.

Your CHA is soooooo low...: get solo tactics for free.

Your CON is soooooo low...:
...clerics contstantly cast Gentle Repose on you.

Your muster is soooooo chaotic...:
....Hellknights can smite it.

Your build is soooooo scattered...: roll 1d8 to determine the misdirection of your character. already went.:
Your initiative is so high...

Your character is so broken...:
...he only gets healed by Make Whole.

Hey socially inappropriate PFS player, your joke was such a misfire...: need to spend a grit point to clear it.

Bonus meta joke:

What did the Wizard with a 3 Constitution say to
"...and I thought I went down a lot!"

Shadow Lodge **

CathalFM wrote:

Good advice IF:
- You have time before
- You know who (player wise) you are playing with
- You know who (Characyer wise) you are playing with

You don't need time to quickly state what you do. You don't need to give an in-depth screed on your character tactics, just a sentence and that can be all the difference.

CathalFM wrote:

This I STRONGLY disagree with, if the player is new or something this is absolutely fine, but if the player is experienced at all then it should be up to them or their teammates to recognize problems like this. Otherwise a near (or even actual) TPK may be just what they need. I dont mean to sound harsh, I dont in any way TRY for TPKs but just I dont like GMs running PCs...

Running PCs and gently suggesting with a throwaway line are two different things. Sometimes folks are so in their own headspace they don't see the big picture. You give them a brief peek at it and let them make their own decisions. Relating to the lines I used and how they were used:

"OK, looks like everyone is scattered around the map fighting one-on-one. You might want to start focusing your attacks..."

I've said this at lowbie tables, when folks are dragging out fights/wasting resources/riding the struggle train simply because they're not working together and don't realize it. Most tables take the hint and pull it together.

"OK, so you spent 1 round to withdraw and 2 rounds to use a wand of CLW...looks like your friends really need your help now."

Said before in situations where someone is so concerned about their own death that their absence may cause a TPK. I literally said that sentence when a 4-person party was fighting the final encounter of Murder on the Silken Caravan when 1 character did those actions (and was considering another self-action) while the other characters were potentially 1 round from a TPK.

"All out of spells? Well, you can still shoot your crossbow/bow...yeah, you'll take penalties for melee/cover/whatever, but it's better than doing nothing."

Pretty much only said at lowbie tables because newbies tend to think "No spells? Guess I'm done for this fight."

Not written above, but I've said it many times: "You can always retreat."

When the poop is splattering the fan, it never hurts to remind players they can always fall back (if possible). No one's ever actually done it, but simply saying it may help reframe the stakes of the battle for the players who think every throwaway encounter is life-or-death.

- - -

I never run a player's character (and I'm very harsh as a GM when a player tries to tell another player what to do) but giving newer players guidance or experienced players perspective to maintain a positive experience is part of my duties as a GM.

And please note, I'm unfortunately one of the deadlier GMs at my FLGS ;)

Shadow Lodge **

Dark Immortal wrote:
Before my monk got Errata'd into 9 wasted levels, parties would develop strategies around him, players asked me to play at their tables with him, he in turn learned their tactics, needs, and abilities and would come prepared to play to their strengths like they played to his.

Do tell.

Dark Immortal wrote:
(Other stuff...)

Groups with sub-optimal tactics can be a rough go. I'm lucky enough that probably 75% of our FLGS players have good tactics AND good-to-great builds. The other 25% are usually one or the other.

My best suggestion is to talk tactics BEFORE the scenario and clarify general roles and actions. If action is imminent and you have pre-battle buff time, you might recap your abilities.

"Hey, I'm a pounce barbarian, could you guys leave me charge lanes?"

"I can cast Divine Fervor 4/day--if you're near me in initiative, delay if you want the full effect."

"I drop Dazing Fireballs with DC Forgeddaboutit. If you guys avoid getting all mixed up with the enemies, I can make it very easy for us!"

As a GM, I gently try to guide PCs if their tactics are causing trouble.

"OK, looks like everyone is scattered around the map fighting one-on-one. You might want to start focusing your attacks..."

"OK, so you spent 1 round to withdraw and 2 rounds to use a wand of CLW...looks like your friends really need your help now."

"All out of spells? Well, you can still shoot your crossbow/bow...yeah, you'll take penalties for melee/cover/whatever, but it's better than doing nothing."

Shadow Lodge **

To clarify, I'm specifically looking for actual members of the Society. Zarta and Torch would be allies of the Society but are not de facto members.

The reason I'm asking is that in a scenario, a Pathfinder agent had a CE alignment and one of the players automatically assumed that they were a false Pathfinder and I had to remind them the Society is a neutral organization and has members of all alignments. This led me to wonder who the actual evil Pathfinder agents are.

Shadow Lodge **

While PCs cannot be evil, the Society itself is a neutral organization. Who are the Society NPCs who are actual members of the Society (agents, VCs) that are evil?

Shadow Lodge

The poor Pathfinder pages and initiates gasp and wheeze as they fetch numerous items you need. Almost every non-field agent is involved in preparing your rescue operation.

Shadow Lodge

oh my!

Shadow Lodge

Ezren grimaces at the foul memories.

"There were multiple cave mouths on the ramp leading down to bottom of the pit. I don't know if this one saw regular use, but it was empty when I ran into it. In Jorgenfist proper there were giants. And ogres. And mammoths. And bears."

Shadow Lodge

Ezren nods.

You summon a Pathfinder page to summon a survey specialist. From Ezren's descriptions, he quickly draws a makeshift map of what they had seen previously.

Area around Jorgenfist

Inside Jorgenfist

Ezren, points to the pit. "I would be teleporting you to a cave near the bottom of the pit."

Shadow Lodge

You have until Monday at noon for any other questions you'd like to ask Ezren or Adril. We can finalize other purchases at the table pregame.

Shadow Lodge

Eath'Corisar, practiced wielder of magic, knows that Flesh to Stone is of the transmutation school of magic.

He remembers from his arcane training that Stone Giants are NOT actually made of stone--the chiseled faces of stone giants are flesh, not rock; their hardened bodies skin, rather than granite; and in their veins runs blood as red as any other, not sand or dust.

While other preparations are being made, Eath' consults with the Grand Lodge's library about Rune Lords (granting a bonus to your Knowledge: History). The Society's recent Varisian adventures and clash with Krune feature prominently in the records, but Eath' teases out some other information from the texts:

Thassilon was founded more than 11,000 years ago by First King Xin who had been exiled from his homeland of Azlant. As the empire grew beyond the bounds of Xin's ability to control, both militarily and administratively, he appointed powerful arcanists as governors to oversee his lands. The mightiest of these were the Runelords, seven of the most skilled wizards in Thassilon, if not all of Golarion. The First King Xin destroyed himself and much of his palace in an unexplained magical event. The Runelords seized the opportunity to rule and subjugated those loyal to Xin, each plotting to become ruler of all Thassilon.

There are many holes in the Society's knowledge of Thassilon and the Runelords, but Eath' reconfirms other information about the Runelords:

The Virtues of Rule (wealth, fertility, honest pride, abundance, eager striving, righteous anger, and well-deserved rest), passed down from the goddess Lissala and First King Xin himself were seen as the benefits of power, and each of the Runelords was drawn towards one of the seven. Over the course of time, the Runelords corrupted these into what modern scholars understand to be the "great sins of the soul," abandoning the positive aspects of each and embracing the negative connotations of each (greed, lust, boastful pride, gluttony, envy, wrath, and sloth) as the rewards of rule. Each of the seven rulers specialized in a single school of rune magic and possessed a mighty weapon which not only served them in battle, but also became a symbol of their rule.

Meanwhile, pages and initiates scurry back and forth, fetching the items Wander and the party request for their mission.

Shadow Lodge **

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I played 2 games as Garble's cage keeper.

I'm still amazed we got full PP.

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