silverace99's page

Organized Play Member. 94 posts. 9 reviews. No lists. No wishlists. 17 Organized Play characters.



3/5

Famed Pathfinder Bodriggan Wuthers disappeared from his dig site beneath the House of the Immortal Son in Taldor's gilded capital of Oppara. Once a grand temple to Aroden, the Immortal Son is now Oppara's most opulent theater. Sent to locate Wuthers, the Pathfinders must attend an opera with members of the Oppara elite in order to gain access to the secretive theater's dig site.

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Ok thought exercise for the day:

Let's say a small swarm is half in, half out of Deep Bog (the other half is on solid ground)

Deep Bog provides Improved Cover to small or smaller creatures within it.

Question 1: If the swarm is half in, half out, does it benefit from Improved Cover?

Question 2: If half the swarm is in the water but an alchemist throws a bomb at the half that is on land, should the bomb do full damage?

Thoughts appreciated :)

3/5

Let's say an an example, that I have a player who is in the new Exchange faction.

I run a season 5 scenario Sczarni-specific faction mission.

3 Questions come out of this:

a) If the player was Sczarni before moving to the Exchange, does he get to try to succeed at the old faction mission?

b) If the player was NOT Sczarni but is now in the Sczarni/Qadira combined Exchange faction, does he get to try to succeed at the Sczarni faction mission?

c) What happens to these faction missions in the future when there are no longer any characters who were Sczarni?

Obviously I value opinions, but what I'm really looking for here is an official ruling either through documentation or developer comment.

Thanks

3/5

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1–2, 4–5).

Volunteers are needed to escort the body of a deceased venture-captain across the parched Qadiran desert to Katheer. The Silken Caravan offers passage, hauling exotic treasures across the perilous sea of sands. You'll brave bandits, spies, and unwelcome mourners hell-bent on paying respects to your dead companion. Worse still, the caravan's mistress, a satin-swathed Qadiran princess, has designs of her own on you and your cargo.

Written by Greg A. Vaughan

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3/5

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?

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3/5

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

Information in the Shadow Lodge headquarters in Whitethrone leads you into the Realm of the Mammoth Lords in search of an abandoned tower of a lost Ulfen king. The powerful weapon rumored to be there could be disastrous if it falls into the hands of those who plot the Pathfinder Society’s destruction; who will find it first?

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3/5

1 person marked this as FAQ candidate.

I was playing a PFS scenario where one of my party members surrendered to guards and went to jail. Nobody could figure out what the official rules were for him to get out. We figured:

a) Pay 5 prestige for a pathfinder team to get you out
b) Pay some amount of gold as a fine

But We couldn't find anywhere where this information was specified. Is anybody aware of documentation that covers this for PFS?

3/5

A Pathfinder Society Scenario designed for 1st to 5th level characters (Tiers: 1-2 and 4-5).

When the Decemvirate sends the PCs to the Viking city of Trollheim in the frigid northern Lands of the Linnorm Kings to deliver a package to an allied scholar there, the Pathfinders soon find themselves unwelcome visitors. Forced to navigate the rugged, isolated city and interact with the standoffish natives, can they deliver their cargo to its target, or will they find themselves exiled from the city... or worse?

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3/5

Now that most of the previous factions are retired, the existing Faction Guide is mostly useless.... Is there a Faction Guide detailing faction prestige awards and such for the new factions?


Hi, I have a player in Pathfinder Society who started out lawful (monk), then took levels in Barbarian, which says "Alignment: Any non-lawful".

Can he do that? I actually don't see anywhere that says the alignment is a pre-requisite for taking levels in a class that has a listed alignment, only that for some classes there is a penalty (like Druids, Paladins, Monks).

Would greatly appreciate it if someone knows the answer and can point to a source!

3/5

Scenario: PFS: 05-03: The Hellknight's Feast (Level 5-9)

Date/Time: Saturday, August 30th, 2014 @ 3:00 PM EDT US [-4 UTC]

GM: Stephen Lam

Game Client: Google Plus Hangout and the Roll20.net VTT

Description:

A Pathfinder Society Scenario for characters of 5th to 9th level (Tier 5–9).

War between demons and the civilized peoples of the Inner Sea region has broken out in the Worldwound far to the north of Absalom, but despite the regional implications of an Abyssal victory, many nations are ambivalent toward the cause. The Pathfinder Society, at the urging of Silver Crusade leader Ollysta Zadrian, arranges a formal banquet to be hosted by newlyweds Michellia and Damian Blakros, at which the society's agents can attempt to sway the political opinions of Absalom's movers and shakers. Will the Pathfinders succeed in securing the much-needed military support of Absalom and other nations bordering the Inner Sea, or will the crusaders and Pathfinders fighting on the front lines in Mendev find themselves standing alone before the demonic hordes?

Written by Tom Phillips.

Notes:

Free Roll20.net account required: http://roll20.net/

This game is a part of VTT Game Day 4. For more games and info check out the official game list.

Sign-ups:

Please sign up here: SIGN-UP HERE

3/5

A Pathfinder Society Scenario designed for Levels 3–7.

Absalom is Golarion’s busiest and most populous city, but one of its largest populations goes largely unnoticed. You must venture into the sewers beneath the City at the Center of the World to stop the meddling dragons within from disrupting a vital Pathfinder Society operation.

Written by Dennis Baker.

Sign up here: https://warhorn.net/events/silverace99/schedule/2014/08/13

3/5

A Pathfinder Society Scenario designed for Levels 1–5.

As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge.

To reserve a spot, you must email me at silverace99@gmail.com with the following information:

Your Name:

Character Name:

Character PFS#:

Race, Class, Level:

Anything unusual about your character you'd like to tell me, to speed up gameplay (i.e. less lawyering :) )

Character Token, if any (Please send a 1:1 aspect ratio image, or it will look squished)

Pre-mission Purchases, if any:

3/5

A Pathfinder Society Scenario designed for 7th to 11th level characters (Tiers: 7–8 and 10–11).

Panic grips Absalom when a huge crystalline sailing vessel appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent.

To reserve your spot, email silverace99@gmail.com with all of the following information:

Character Name:

Character PFS#:

Race, Class, Level:

Anything unusual about your character you'd like to tell me, to speed up gameplay (i.e. less lawyering :) )

Character Token, if any (You must send me a 1:1 aspect ratio image to fit roll20 squares)

Pre-mission Purchases, if any:

3/5

A Pathfinder Society Scenario designed for Levels 1–5.

In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest.

The Edge of Heaven is the first scenario in the three-part The Quest for Perfection campaign arc. It is followed by Pathfinder Society Scenario #3-11: The Quest for Perfection—Part II: On Hostile Waters and Pathfinder Society Scenario #3-13: The Quest for Perfection—Part III: Defenders of Nesting Swallow. All three chapters are intended to be played in order.

I'm running for a friend with a higher tier character, so I will give first dibs to players with level 4-5 characters.

To reserve a spot, you must email me at silverace99@gmail.com with the following information:

Your Name:

Character Name:

Character PFS#:

Race, Class, Level:

Anything unusual about your character you'd like to tell me, to speed up gameplay (i.e. less lawyering :) )

Character Token, if any (You must send me a 1:1 aspect ratio image to fit roll20 squares)

Pre-mission Purchases, if any:

3/5

A Pathfinder Society Scenario designed for levels 1–5.

Few societies have so vaunted a tradition of leading crusades as Taldor, yet the constant revisions to its history by scheming factions leaves the truth obscured by countless acts of political modifications. Even the lauded Kitharodian Academy’s texts are riddled with these changes, so when a secretive ally approaches the Pathfinder Society with information about a hidden archive that contains the unaltered histories, the Pathfinders plan a daring infiltration to recover the secrets of Taldor’s past victories so that Mendev might benefit from the discovery.

Content in "Library of the Lion" also contributes directly to the ongoing storylines of the Cheliax, Grand Lodge, and Taldor factions.

To reserve a spot, send an email to [silverace99@gmail.com] with all of the following details:

Player name:

PFS Character Name:

Char PFS#:

Faction:

Pre-mission Purchases, if any:

Token, if any (please provide 1:1 aspect ratio image):

Any unusual abilities/tactics you'd like to share with me, to avoid too much in-game debate:

3/5

For character levels 1-2. This mission is long and potentially deadly so inexperienced players may wish to pass on this one.

Deep below the anarchic city of Kaer Maga, someone—or some thing—has begun stealing corpses from the city’s most prestigious tomb, the Godsmouth Ossuary. Fearing the worst, the clerics of Pharasma in charge of maintaining the crypts quietly call for aid, not wanting to risk their own members in combating whatever horrors may have crept in from the tunnels and hidden chambers of the legendary Undercity. Yet when the PCs venture below the closed-off sections of the crypt, what they find may be more than they bargained for. For beneath the infamous crypt lies a temple from an ancient empire devoted to sin, and a former Pharasmin cleric who’s weathered his goddess’s wrath to create an army of undead minions, their dead flesh standing ready to support his heretical plans.

I will be running this over TWO sessions, May 7 and May 14. You must be able to participate in BOTH sessions to earn completion credit.

To reserve a spot, send an email to silverace99@gmail.com with the following information:

- Name

- Character Name

- Character PFS#

- Faction

- Race/Class/Level

- Pre-mission purchases if any

- A token, if any

- Any unusual abilities/tactics you think I should know about so that we can minimize debate during gametime

- Character Perception Modifier (including any conditional modifiers)

3/5

A Pathfinder Society Scenario designed for 1st to 7th level characters (Tiers: 1–2, 3–4, and 6–7).

When four statues of unspeakable power were found in a tomb in Osirion and then stolen, the Pathfinder Society assumed they were gone forever. When they appeared again in the illicit inventory of a Qadiran smuggler in the massive trade city of Sedeq, the Society wasted little time dispatching you there to recover them. Finding the smuggler dead and a familiar face from Absalom responsible, your task quickly becomes a race to retrieve the statues before their brutal power can be unleashed on the citizens of the Satrap. Can you find the statues in time or will Sedeq be swallowed in a plague like none Golarion has ever seen?

Send an email to silverace99@gmail.com with the following information:

- Name

- Character Name

- Character PFS#

- Race/Class/Level

- Pre-mission purchases if any

- A token, if any

- Any unusual abilities/tactics you think I should know about so that we can minimize debate during gametime

3/5

A dungeon-based adventure for 1st-level characters.

The ruined siege castles outside Absalom have long beckoned adventurers looking to make a name for themselves. Now an earthquake has cracked open one of these fabled ruins, and its lost mysteries and fantastic treasures lie exposed for the first time in centuries. But the tower's empty halls once more echo with living footfalls, and a new master has claimed the Fallen Fortress as his own. Can the PCs find a way to get inside its shattered walls? What ancient dangers and fresh threats will they encounter inside its crumbling chambers? And will the PCs be able to defeat the current Master of the Fallen Fortress?

If interested, please send an email to silverace99@gmail.com with:

Player Name

Character Name

Character PFS#

Faction

Pre-mission purchases, if any

Token, if any

Any unusual tactics or abilities I should know about, to minimize in-game debate


I'm looking at the heal and knowledge skill sections of the rulebook and don't see any DC's to identify disease or poison.

I checked the PFS faq and saw nothing either.

Is there an OFFICIAL ruling on how this works? If I see nothing I will probably just use the save DC of the affliction for a heal or relevant knowledge check.


So I'm reading a Pathfinder Society scenario that has placed a large-sized ooze in a 10-ft square where it has no way of moving anywhere else unless it squeezes.

My question is, do oozes have the ability to change their shape like a large swarm? By RAW I *think* the answer is no, but the starting position of this ooze in this scenario where it must squeeze to go anywhere makes no sense unless it could change the 4 squares it occupies into a 20-foot line instead of a large square.

Also just from a common sense point of view, I would think oozes that eat multiple squares aren't restricted to a square shape given that they are liquidy beings. But since this is PFS I can't just house rule it.

3/5

On the edge of life and death, between winter and spring, there is a holiday of hallowed halls held here. To some it is known as the Day of Bones, the time when those looked upon by Pharasma celebrate their profession and the transitory nature of life. Join us Saturday, March 1st, 2014 for Online VTT Gameday 3 – Day of Bones, and see if you can keep one foot out of the grave and delay your travels upon the Infinite Staircase. [http://pathfindersocietyonline.com/events/]

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

If interested, please send an email to silverace99@gmail.com with the following information:

- Your Name
- Character Name
- PFS#
- Faction
- Pre-mission purchases
- Token, if you have one
- A copy of your character sheet (Not for audit, just to help me understand your character better)

3/5

On the edge of life and death, between winter and spring, there is a holiday of hallowed halls held here. To some it is known as the Day of Bones, the time when those looked upon by Pharasma celebrate their profession and the transitory nature of life. Join us Saturday, March 1st, 2014 for Online VTT Gameday 3 – Day of Bones, and see if you can keep one foot out of the grave and delay your travels upon the Infinite Staircase.

A Pathfinder leading a diplomatic envoy from the dwarven holds of the Five Kings Mountains has gone missing, and the balance of power in a time of war hangs on her rescue. The Pathfinder Society's divinations indicate the agent was waylaid in the theocratic nation of Razmiran, when one of her escorted diplomats failed to pay a requested tithe. Now it falls to the party to enter Razmiran, locate the missing Pathfinder and the dwarven diplomats, and escape with their lives.

If interested, please send an email to silverace99@gmail.com with the following information:

- Your Name
- Character Name
- PFS#
- Faction
- Pre-mission purchases
- Token, if you have one
- A copy of your character sheet (Not for audit, just to help me understand your character better)


1 person marked this as FAQ candidate.

So one of my players took up Cleric Variant Channeling (http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/ cleric.html) and I'm struggling to understand how it works. There are several threads on this topic and yet amazingly enough I could not find any conclusive answer on any of them.

The variant channeling rules say that the variant affects for Heal only work on Positive Energy, and the variant effects for Harm only work on Negative Energy.

So here are two super-confusing variants that I need help understanding:

Revenge/Vengeance: Heal—This works like a standard channel (not halved). Harm—Creatures gain a channel penalty on attack rolls until the end of your next turn.

Does that mean this variant is completely useless for positive energy channel characters, since it changes nothing for them? Why even list a Heal effect then?

Undeath: Heal—This works like a standard channel (not halved). Harm—The healing effect is enhanced for undead creatures and those with negative energy affinity.

Again, useless for positive energy channelers...but ALSO almost totally useless for negative energy channelers? You cannot channel negative energy to harm undead...this would seem like something that would be in the "Heal" part.

Please help me to understand how this stuff works!


The Barbarian's description of Uncanny Dodge reads:

"She cannot be caught flat-footed, even if the attacker is invisible"

The invisible description says:
An invisible creature gains a +2 bonus on attack rolls against sighted opponents, and ignores its opponents' Dexterity bonuses to AC.

Flat-footed and being denied your Dex bonus to AC are two separate things. The Uncanny dodge description doesn't make sense to me, as Invisibility doesn't make a target flat-footed, not having taken a turn in initiative does...

Can someone explain? Thanks...


I'm looking at the description for Dazing Assault. It is not clear to me if it Dazes on a successful combat maneuver using a weapon, like Trip or Sunder?

I'm leaning towards that combat maneuvers won't daze with it....although I wonder if you have Greater Sunder and then do some damage to the opponent with it, would it daze?


Hi all, I'm looking to start a character who specializes in sneaking around, deceit, and information gathering. He's gonna use guns and be a suave gentleman on top of it all. He's also going to be very gadgety, using a variety of wands and wondrous items to accomplish various goals.

I'm going with a straight Ninja though I am taking several rogue talents. This is pathfinder society so I'm pretty much capped at lvl 12.

For race I'm going with Aasimar[Azata-Blooded]. I know I could be human to get an additional feat but I felt like Darkvision + Resists + bonus to diplomacy + 1/day use of Glitterdust was better than a single feat.

20-point setup with +2 dex/cha from race:

STR 10
DEX 16
CON 10
INT 16
WIS 10
CHA 16

That gets me 12 skill points per level, which is necessary because of all the noncombat stuff my character needs to do

Below is an initial feat/talent progression....if you would do it differently please advise me :)

1: Exotic Weapon Proficiency(Firearms)
2: Vanishing Trick
3: Precise Shot
4: Coax Information
5: Skill Focus[Use Magic Device]
6: Guileful Polyglot
7: Extra Rogue talent: Fast Stealth
8: Forgotten Trick
9: Extra Ki
10: Invisible Blade
11: Alertness
12: Assassinate


1 person marked this as FAQ candidate.

I read through the thread Ending Movement With a Diagonal

The ruling from SKR (And let's not restart all the debates in there or whether you should listen to him or not, that's not why I started this thread) states that you basically can't break reach weapon threaten range by moving in diagonally.

However I didn't see any specific statement saying if that applies also to 5 ft step?

Sean wrote:
So just because the grid has a square for "15 feet away" and a square for "5 feet away," but no square for "10 feet away," using that corner path doesn't mean you're magically teleporting from 15 feet to 5 feet; you are passing through a 10-foot-radius band around the creature, and therefore you provoke an AOO.

Does this concept of not being able to magically teleport 10 feet also apply to a 5 ft step? Conceptually the answer is obviously yes but I didn't see him rule on it.

I have a reach weapon specialist and definitely need to know if 5 ft step still bends space and moves 10 feet across a diagonal towards a reach weapon user.


1 person marked this as FAQ candidate.

Did a quick forum search didn't see an answer.

I have a (future) Dragon Disciple and at lvl 3 intend to take Eldritch Heritage. I am thinking I will take either Serpentine or Abyssal to get either the fangs or more claws. However I'm not sure how it works.

The descriptions say "As a free action, grow claws/teeth"

Let's say I have 2 levels in DD and can grow fangs to bite with. It makes sense for me that the Serpentine ability lets me then grow an additional set of fangs in my mouth that deals additional damage and poisons.

But say I take Abyssal. Since I only have 2 arms it wouldn't make sense if I could combine Draconic and Abyssal claws and suddenly grow 4 claws total.

Is there an actual ruling somewhere that governs all these multiple free actions working together? Or do I just exercise my common sense as described above?


2 people marked this as FAQ candidate. 1 person marked this as a favorite.

So in the cost tables, most magic weapon abilities seem to cost based on +x bonus (i.e. keen costs whatever it costs to add a +1 enhancement bonus to your weapon)

However "Transformative" and "Dueling" abilities have a flat cost of +10000 and +14000 respectively instead of saying "+x bonus"

My question is this: If you add a flat-cost weapon property to a magic weapon, does it count towards the weapon's total enhancement bonus limit of +10?

For instance if i understand right a Vorpal +5 Longsword is maxed out for enhancements because "Vorpal" has a cost of +5 bonus. It "eats" 5 of the 10 bonus slots your magic weapon can be upgraded with. But what about flat-cost enhancements which do not say +x bonus cost?

Say I have a +1 Transformative Longsword. Let's say I want to add an enhancement bonus on top of that. Is it still at +1 for the purpose of calculating how much the next enhancement costs, and how many enhancements you can still put on it? Since it's cost doesn't say "+x" I have no idea how many enhancement slots it consumes.

If these flat-cost abilities DO count towards the enhancement bonus limit, it would seem like you would rather not get them until your weapon is at +9, because then even though you are making a +10 weapon you still only pay the same flat fee which is nowhere near what any other ability would cost. That seems stupid....


1 person marked this as a favorite.

They appear to be posted there now.