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xebeche's page

Pathfinder Adventure Path, Roleplaying Game Subscriber. FullStarFullStarFullStar Pathfinder Society GM. 387 posts (392 including aliases). 41 reviews. No lists. No wishlists. 14 Pathfinder Society characters.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

I wanted to make an alchemist, but I didn't want the poison use, swift alchemy, and swift poisoning class features to go to waste. I also had only a basic idea of the complex poison rules in PFS. These were reason enough to jump in and make a Dex-based melee alchemist poisoner. I figured because he would be in melee that he could lead the party with the trap spotter rogue talent. This meant taking the inferior crypt breaker archetype, but I was happy to do it. I decided on the following discoveries, but will likely take the feat extra discovery to unlock more options. These are pulling from multiple sources. A short note, I've done a lot of research and even though I've decided to make a character for PFS that uses poison, I fully expect most scenarios to either not use them or find them to be ineffective. As BigNorseWolf said earlier in the thread: Combats tend to be quick.


  • (2nd) Trap Spotter
  • (4th) Concentrate Poison: The alchemist can combine two doses of the same poison to increase their effects. This requires two doses of the poison and 1 minute of concentration. When completed, the alchemist has one dose of poison. The poison’s frequency is extended by 50% and the save DC increases by +2. This poison must be used within 1 hour of its creation or it is ruined.
  • (6th) Sticky Poison: Any poison the alchemist creates is sticky—when the alchemist applies it to a weapon, the weapon remains poisoned for a number of strikes equal to the alchemist’s Intelligence modifier.
  • (8th) Celestial Poisons: The alchemist is able to infuse poisons with celestial power so they can affect evil creatures that are normally immune to poison. Any poison the alchemist administers to a weapon can affect undead and evil outsiders, bypassing their inherent immunities. Magical effects that negate poisons still apply. If a creature fails its save, the poison acts as normal, but may have no effect on the creature, depending on the effect of the poison (such as dealing Constitution damage to undead).
  • (10th) Malignant Poison: As a full-round action, the alchemist can increase the save DC of any poison by 4 and increase its duration by 2 frequency increments (for example, large scorpion venom lasts 8 rounds instead of 6 and drow poison lasts 4 minutes instead of 2). Additionally, malignant poisons take effect immediately and do not have an onset time. This alchemical change lasts until the poison's extended duration ends or for a number of minutes equal to the alchemist's level, whichever comes first. After that, the poison reverts back to its original state.

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Pathfinder Adventure Path, Roleplaying Game Subscriber
Mark Moreland wrote:
xebeche wrote:
Mark Moreland stole my pen while playing Legendary. Who can I talk to about this? :P
I didn't steal it, you walked away before I could give it back. If you would like, I can have it placed in your sidecart and it will be returned along with your next subscription shipment (that's totally not a hassle, right Customer Service team?). In any case, the pen served me well for the rest of the con, and for that you should feel nothing but pride.

Hehe, how about you keep it until next PaizoCon ;)

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Pathfinder Adventure Path, Roleplaying Game Subscriber

Event Scheduling: I’d like to see at least 10 hours between evening and morning events. Ending at midnight and being at a morning event at 8am didn’t leave much room for sleep. This impacts enjoyment of each event and caused me to skip out on slots because I was desperate for a nap.
#6–97: Siege of Serpents: I was not a fan of this multi-table adventure. It continues to follow a formula that I don’t enjoy as much as a standard scenario. The only reason that I continue to show up at the specials is that I cannot experience the plot any other way. I would like to see Paizo do something more creative with the multi-table events.
#6–98: Serpents Rise: I had a GM who was unfamiliar with the particulars of #6–98: Serpents Rise. I’m not exaggerating when I say that we spent long stretches watching him read the scenario at the game table. This made a huge impact on the table’s enjoyment of the scenario. If this comment from John Compton is any indication, it appears that GMs received the scenario a week before PaizoCon started. It is hard to say whether this particular GM would have been more prepared, but I would have been unhappy to receive a scenario as I was feverishly preparing to travel. I could be wrong though.

I provide this feedback to be honest about particulars, but it is so important to understand that I love attending PaizoCon. I look forward to it each year and make preparations months in advance. A couple of weeks before I get giddy. It’s obvious to me that Paizo does a tremendous amount so well. I can’t thank you enough for that.

    Quick Notes:
  • The venue is solid. I’d happily return.
  • I felt very supported by Paizo staff. The events were well organized.
  • #6–98: Serpents Rise is awesome and I encourage Paizo to sink its teeth into creating adventures that put a spin on the standard scenario.
  • Mark Moreland stole my pen while playing Legendary. Who can I talk to about this? :P
  • I'm proud to participate in the Pathfinder community and to run games at my local game store because of how awesome all of you are.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

Thank you for putting together the most enjoyable PaizoCon yet! As a player I think the venue worked very well. Games ending at midnight and starting at 8am made sleeping a challenging activity, but I can appreciate why the schedule was setup the way it was. The seminars were great, too. I especially loved the diversity panel. I'm already making plans for next year. I hope you all allow yourself some rest before GenCon :)


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Pathfinder Adventure Path, Roleplaying Game Subscriber

The messageboards really can be a wonderful place. Thank you all!


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Pathfinder Adventure Path, Roleplaying Game Subscriber

The Intro
After leveling several characters in Pathfinder Society Organized Play I’ve noticed a wealth discrepancy between some of my PCs. This drove me to analyze the opposite ends of scenario gold rewards from 1st- to 12th-levels. It is important to emphasize that this is an exercise in extremes. While most characters fall in the middle, it is then a question of how far to one side or another each character finds its wealth.

Before we proceed, feel free to consult my data section below and view a copy of my figures.

The Summary
Lets focus this discussion on characters who would have just reached 10th-level. This gives us several levels of wealth gain to examine, as well as perspective for how it can effect legal PFS characters. According to Table 12–4: Character Wealth By Level (Core Rulebook 399) a 10th-level character is suggested to start with 62,000 gp. Whether or not this is a good figure to compare to PFS wealth is irrelevant, but it does give us a Core baseline to at least consider. What we are really interested in is the discrepancies between what is possible while actually playing PFS.

If a character receives the lowest amount of wealth reward at every possible opportunity, they will receive about 51,915 gp by the time they reach 10th-level. If a character receives the highest amount of wealth reward at every possible opportunity, they will receive about 100,526 gp by the time they reach 10th-level. These two hypothetical characters have a drastically different amount of wealth. There is no question that nearly twice the amount of gold can buy significant advantages. Even if we assume that one character has earned 60,000 gp and another has earned 80,000 gp by 10th-level, this discrepancy can still be noticeable.

According to my figures an average PFS character can expect to earn about 76,000 by 10th-level.

My Thoughts
Why is any of this a problem? For characters that have been able to abuse the wealth curve, and for those who have been victim of circumstance, there is a real danger of being overshadowed and sidelined. We all know the juxtaposition between the player who has an average character build and the player who has made every perfect choice from every splat book they can get their hands on. Wealth is no less relevant and the power that an extra 10k, 20k, 30k, or even 40k gold can buy will be an ambiguous, but impressionable difference. And just to be clear, this benefit wasn’t necessarily earned through in-game decision making or roleplaying. It exists because of how subtier and out-of-subtier wealth is rewarded.

This system also punishes players with higher level characters who play down. Its easy to imagine this being the case in smaller venues where less tables are run to cater to varied levels. On the other hand, the system can also be abused by a player who regularly seeks to play up and earn a higher out-of-subtier reward. One might suggest that this is a self-correcting problem as such a character has a higher risk of death, but the risk can be substantially minimized by player actions.

A Solution
Reward characters solely based on character level. For example, a 7th-level character receives the same rewards as another 7th-level character, regardless of playing up or down. Regardless of playing tier 5–9 or tier 7–11. Yes, there is a little more accounting for the GM, but it would not require new chronicle sheets to be issued for existing scenarios. Instead, Paizo could publish the wealth rewarded at each level in another source (such as the Guide to Pathfinder Society Organized Play) and it would apply to all scenarios. It can be argued that this removes randomness and variability, but there are so many character options and ways of spending wealth that I’m not troubled by more calculated wealth rewards.

The one complication that I can think of that such a system would have for a scenario is how to subtract wealth rewards for incomplete encounters. In such a case, Paizo might see fit to reduce wealth rewards by a percentage for each incomplete encounter. I could see a figure like 10–33% being realistic.

The Data
I’ve averaged the wealth gain for every subtier (and out-of-subtier) category available under current PFS rules. This was taken from Seasons 4 & 5, and does not include specials, scenarios that cannot be run by any GM (regardless of stars or venture officer status), and those that do not conform to tiers 1–5, 3–7, 5–9, and 7–11. You can look at a copy of my numbers here.

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Gregory Connolly wrote:
There is no possible way for an item to require less than half the purchase price in crafting costs...

Some of us changed our price last minute and forgot to change the cost before hitting submit.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

I’ve built the below character using rules for Pathfinder Society Organized Play, but did not assume that the character is that the character is a Pathfinder. The character’s starting wealth of 62,000 gp is largely unspent as the character would be saving for a belt upgrade. The character would likely have several expensive potions and basic adventuring gear.

I enjoy playing balanced characters and made several decisions to reflect that. This character can contribute to melee and ranged combat equally. By accepting at least 3 burn throughout an adventure, the character’s blasts are more accurate, but 30+ nonlethal damage is nothing to scoff at. Much like a fighter, this character is a buff sponge. Anything that increases armor class, attack, or saving throws will be put to regular use, especially in melee. However, like most fighters this character is not very skilled and I have labored to make the best of what is available. Lastly, greater self telekinesis compensates for flight well enough, something most fighters struggles to do on their own.

Half-elf telekineticist 10 (Occult Adventures Playtest 3)
N Medium humanoid (elf, human)
Init +5; Senses low-light vision; Perception +16

AC 23, touch 16, flat-footed 18 (+6 armor, +1 deflection, +5 dexterity, +1 natural)
hp 115 (10d8+60); Force Ward 10 temporary hp
Burn (7 max; +3 feel the burn max)
Fort +14, Ref +15, Will +11; +2 vs. enchantments
Immune sleep

Speed 30 ft.
Melee kinetic whip +12/+7 (5d6+9), +1 dagger +13 (1d4+2/19-20)
Ranged telekinetic blast +12 (5d6+9), force blast +12 (5d6+2)
Space 5 ft.; Reach 5 ft. (10 ft. with kinetic whip)
Special Attacks aetheric boost, extended range, metakinesis
Spell-like Abilities (CL 10th; concentration +14)
at will—force ward, greater self telekinesis, kinetic whip, light touch, telekinetic blast
2 Burn—force blast

Str 13, Dex 20, Con 18, Int 10, Wis 14, Cha 8
Base Atk +7; CMB +8; CMD 24
Traits Bastard (+1 Sense Motive, class skill), Indomitable Faith (+1 Will saves)
Feats Improved Iron Will, Iron Will, Point-Blank Shot, Precise Shot, Toughness, Weapon Finesse
Skills Heal +6, Intimidate +3, Knowledge (engineering) +4, Perception +16, Sense Motive +10, Sleight of Hand +12, Stealth +12, Use Magic Device +3; Racial Modifiers +2 Perception
Languages Common, Elven
SQ dual minded, keen senses, infusion specialization (–2 form infusion burn) multitalented, wild talents (expanded element [aether], extended range, greater self telekinesis, kinetic blade, kinetic whip, light touch, self telekinesis)
Other Gear +2 mithral chain shirt, +1 dagger, amulet of natural armor +1, belt of physical might +2 (Dex, Con), cloak of resistance +3, eyes of the eagle, handy haversack, ring of protection +1, 27,098 gp


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Michael Brock wrote:
Another reason to limit the unique subsystems to rarely, or more likely none, is because people have been asking for less prep times for GM's, and easier scenarios for new GMs and Gms running cold to run. Adding a new type of scenario-only subsystem goes counter to all three of those reasonable requests.

I'm a little disappointed that this has been the general feedback. Paizo has released, and will continue to release, unique rules. If this comment holds, few, if any, will be seen in future scenarios. This reduces the value of that content and provides less variability in PFS play.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Hey Folks,

I created a custom Scenario Reporting Sheet for my needs and figured I'd share it in case someone else finds it useful. This came about as a result of faction name changes (and a merger). Almost all Scenario Reporting Sheets are now out of date. I also included fields to help me determine APL and to quickly break ties for Initiative results.

Xebeche's Custom Scenario Reporting Sheet (PDF)

I had an after thought to include a check box for slow track characters, which is something I will implement in the future. Please let me know if you have suggestions for improvement.


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Here are notes from my preparations for those interested:

I enjoy showing off the artwork that Paizo has taken the time to commission and include. Unfortunately, when there is a social gathering and the players only get to see a few portraits it feels like a dead give away. I pulled artwork from previous scenarios and assembled them into supplementary materials to have at the table. You can download a PDF below.

Jakti’s favor doesn’t list a skill check, so as long as the PCs talk to the servants about opening windows I’ll assume success.

During the first combat encounter of subtier 4–5, The Guest of Honor Rises, The desiccated mummy is listed as having the desert wind aura and is a variant advanced mummy. I did my best to confirm whether desert wind is in addition to, or replaces, despair (aura) of a unmodified mummy. I decided to rule on the side of the players and have desert wind replace despair.

The modified chase rules make running this chase much easier and a group effort. I approve! It’s a little confusing as written, however. It seems like players individually pick one of the two options and that the player with the highest result might be aided by others. If so, then the player with the highest result might try to “knock them aside” and aided by someone attempting “we can jump it”. I’m going to err on the side of the players and run it this way, despite it falling outside the norm.

The Subtier 4–5 Bahjari Scion is an advanced skeletal champion, which brings its AC from 21 to 25. The scaling text references his AC at 19, which appears to be an error.

I’m personally disappointed that the Pathfinder Society staff chose to have Temel and Metella so childishly subvert and attack the other. I was even more disappointed to see the coins found on the assassin change depending on whom the PCs aided. I’m not clear on who hired this assassin either. Is it supposed to be Jakti? What evidence suggests that Temel and Metella are enemies of the Cult of the Dawnflower? Am I to infer that Shirin planted the evidence? She really went out of her way to make a ruckus of this funeral… These details are distracting, unconvincing, and the weakness of this scenario.

All in all, I look forward to running this tonight. I’ll share my reflections afterword.

Downloadable Content
Links Redacted

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Pathfinder Adventure Path, Roleplaying Game Subscriber
Raphael Valen wrote:
Logan Bonner wrote:
We on the design team are really not looking forward to writing the remaining five volumes of the Advanced Class Guide Adventure Path. Geez, 50 more classes!
lol dont forget all the archtypes and spells and feats and stuff lmao XD

And I've been suggesting over the past couple years that Pathfinder isn't suffering from game breaking bloat. This Adventure Path is going to change all of that.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

While I would get frustrated with Paizo if this thing happened regularly, I would be even more upset if Paizo wasted that many books and their financial resources on such a small error. I think you made the right decision and I'll happily place this volume on my bookcase. Just as soon as you ship my subscriptions, that is ;)

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Pathfinder Adventure Path, Roleplaying Game Subscriber

Gaby, you did a very nice job of writing this up and not introducing layer after layer of new mechanics to confuse readers like me. I'm incredibly excited to receive my subscription! Your team is great at putting together an enjoyable game!


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Pathfinder Adventure Path, Roleplaying Game Subscriber

Here are some of my conclusions given the numerous editing issues present in this scenario.

—Scenario #3-24 The Golden Serpent has an image of Pathfinder Flip-Mat: Urban Tavern that is suggested for "A. The Escape". I printed this, and all other maps, at Fedex Kinkos for use in my game.

—A secret passage is shown on the map "The Shadow Throne", but not mentioned in the scenario as being secret. The text referencing it was either deleted, never added, or the map is erroneous. A GM could treat it as a wooden door, as area "B5. Cold Storage" states, or default to a DC 20 Perception check for a typical secret door (Pathfinder Core Rulebook 414). The latter may be frowned upon by Paizo and I will omit the secret door in my game.

—Erring on the side of the players, I do not interpret “bypass the trap entirely” to mean disabling it. For example, a group could discover the trap and decide to ignore (bypass) the door/trap. This is in reference to the trap in area "B3. The Darkened Pit ".

—Area "B3. The Darkened Pit " references area "B3a", which does not appear on the included maps. PCs are later described to be falling into a 10 ft. wide, 30 ft. long area. As this will happen out of combat, I see no need to create or draw a map.

—The map of level 2, "The Warden’s Lab", casts a shadow on the platform in the middle of the room, suggesting that the cartographer thought there was no whole in the center of the platform.

—The most difficult combat to run, the climb toward the anchorites on level 2, has no visual aid. I created a 5x16 map, representing the widest single wall, that the PCs might climb together. However, I imagine that most PCs will climb the smaller area above the throne. To be clear, the map represent vertical travel up the wall. You can download the map by clicking the link below.

—The trapped tables in area "C2. The Kyton’s Flesh Lab" do not have a CMD or Escape Artist DC. I’m going to treat the CMD/DC as 10 higher than the CMB of the trap. I’m also going to have the tables roll to maintain each round with the standard +5 bonus.

—The Advanced Kytons during "Event 1: Final Confrontation" do not have listed tactics. I am using the tactics from the chain slaves in subtier 5–6. The kytons have a +5 Stealth. It's also worth noting that there is no listed scaling for the final encounter.

Until I have a better idea of how to use the GM Shared Prep folder, here are my prep files:

A. Escape Encounter
C1. Anchorite Guards Encounter
Final Confrontation
Climb Map (2MB PDF)

In conclusion, After spending hours preparing this scenario I get the impression that it was rushed to publishing. It lacks the artwork normally present and has several confusing errors that were not corrected. Traps do not appear in a separate layer on the maps, requiring editing before print. Not that I can fault Paizo considering the amount of work they have leading up to the convention season. Fortunately, these are issues that the community can help clarify and come to a PFS legal consensus on.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

I am so excited to read this! Been waiting many, many months. Big thanks to Paizo and their contributors for bringing this project together.

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Pathfinder Adventure Path, Roleplaying Game Subscriber

I never cease in my delight to be an AP subscriber.


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Pathfinder Adventure Path, Roleplaying Game Subscriber


Back in 2010 I had never played a tabletop roleplaying game. A coworker at the time introduced a few of us to Pathfinder after he had transitioned from D&D 3.5. I was hooked, but meeting once a month for our Kingmaker campaign wasn’t cutting it. After I had come across the existence of Pathfinder Society Organized Play I built up the courage to try it. You were my first PFS GM back in the summer of 2011 and #29: The Devil We Know—Part I: Shipyard Rats was my first PFS scenario.

It was immediately evident that more GMs were needed, so you encouraged me to give it a shot, despite my inexperience. Pathfinder has become more than just a hobby, in large part because of your generosity and good will. The years that have followed have built lasting friendships. A large group of us regularly get together to enjoy Pathfinder, board games, and outdoor activities. Heck, one of these friends is now my roommate, and I am very happy for that.

Truly, your hard work to make Pathfinder available, and enjoyable, for the Portland, Oregon community has done a great deal to influence my life for the better. I have no doubt that it has been the case for others as well.

Always grateful for your friendship,

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Pathfinder Adventure Path, Roleplaying Game Subscriber
Jim Groves wrote:
Tirisfal wrote:
You wrote it, Jim, so I know that I'll enjoy it! I can't wait :D

What a wonderful thing to say! Thank you!

I'm proud of all my Paizo projects, but (with help) this one has come together really, really well. I look forward to people getting it so we can talk about it. I think it sets the stage for Crystal and the other authors quite nicely too. This is gonna be a great AP.

Jim Groves wrote this?! I should have looked at the author sooner. I was excited, but now I'm EXCITED!!! =D

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Pathfinder Adventure Path, Roleplaying Game Subscriber

DIRTY TRICK MASTER (COMBAT)Bastards of Golarion 25

You are adept at stifling your enemies and can expertly make a bad situation even worse.
Prerequisites: Greater Dirty Trick, Improved Dirty Trick, base attack bonus +11.
Benefit: Whenever you successfully perform a dirty trick combat maneuver against an opponent who is still affected by a condition inflicted by a previous dirty trick (whether your own or another creature’s), you can cause the condition to worsen. In addition to increasing the duration of the condition as normal, you cause an opponent who is dazzled to become dazed, entangled to become pinned, shaken to become frightened, and sickened to become nauseated. This worsened condition replaces the previous dirty trick condition, and lasts for the duration of the dirty trick (including any rounds remaining from the previous dirty trick condition) or until the opponent uses a standard action to remove the condition (whichever comes first).
Nauseated Condition: Creatures with the nauseated condition experience stomach distress. Nauseated creatures are unable to attack, cast spells, concentrate on spells, or do anything else requiring attention. The only action such a character can take is a single move action per turn.

I've unsuccessfully searched the messageboards for a similar topic after observing that the nauseated condition doesn't allow for standard actions, thus the condition wouldn't be removable when applied by the dirty trick master feat. Is it intended that this be the case, or is there an exception to the nauseated condition for this situation?

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I hope that these auctions lead to a lot of good. And what a gift to have a personal touch from Paizo's staff in particular!

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Amy Gillespie wrote:
Arkos wrote:
xebeche wrote:
Just put together a rough concept for my play-along bestiary entry. Let's get that blog post! ;)
I need to get started on these, but all I want to design right now is a reaper who casts fear and plays cowbell.
How about planning out a cowbell that summons a skeletal undead with a cloak and a scythe for next year's RPG Superstar!

These are both competition ending ideas. Let's call RPG Superstar 2014 right now.

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Just put together a rough concept for my play-along bestiary entry. Let's get that blog post! ;)

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Pathfinder Adventure Path, Roleplaying Game Subscriber

Paizo and the authors of the past years content need to give themselves a pat on the back. The content that has been released over the past year has added flavor to our beloved Golarion (and beyond), and excluded a lot of power creep. I buy a majority of Paizo PDFs because I enjoy reading the wonderful options you folks have created to add depth to our campaigns. Thanks for making Pathfinder my favorite game!

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"designed for level 1" ... "Written by Kyle Baird"

I hope you all have your replacement level 1 character concepts ready to go. You'll need them more quickly than you planned.


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Pathfinder Adventure Path, Roleplaying Game Subscriber

I've been interested in trying to build a poison use character within Pathfinder Society for a while. The alchemist always seemed a natural as they can apply poisons very quickly. With Pathfinder Player Companion: Champions of Purity the Celestial Poisons discovery became available, making poison even more versatile with their ability to effect undead and evil outsiders. With this I set out to compile the options and came to some disappointing conclusions.

Say by 10th-level an alchemist player character can bring a giant wasp poison from DC 18 to DC 24 through the use of Concentrate Poison and Malignant Poison discoveries. Giving the benefit of the doubt to the player character, lets say they know that they are able to spend a full-round action preparing this enhanced poison immediately before combat with a Glabrezu demon (CR 13). Lets also say that the party of adventures manages to apply the shaken condition to the Glabrezu, reducing its Fortitude save to +16. This means that there is a 35% chance that the Glabrezu will fail a save under these ideal conditions for the alchemist, which is still not very good odds. On the other hand, this character's use of poison might be more discriminating, like any class ability. Unfortunately, even with these silver linings, these poisons will not become more potent while creature Fortitude saves will only rise. Short combats also penalize poison use. Lastly, poisons are expensive over the long haul.

How can alchemists craft in Pathfinder Society Organized Play?
"Alchemists can use the Craft (alchemy) skill to produce items with their Alchemy ability. Follow the Craft rules on pages 91–93 of the Pathfinder RPG Core Rulebook as well as in the alchemist’s Alchemy ability description. Any item created must be properly noted on that scenario’s Chronicle sheet. Under "Items Bought", note the amount of gold spent and the item created. Alchemists are assumed, for Pathfinder Society Organized Play, to carry the necessary items and tools with them to use available resources to create alchemical items. If they have a base of operations from which to do so, they may use an alchemy lab to gain the +2 bonus on their Craft (alchemy) check. Alchemists may never sell any of their created items nor may they trade them to another PC. However, they may allow other PCs to borrow or use items they’ve created (so long as the alchemist class ability being used allows them to do so)." —Pathfinder Society FAQ

How do poisons work in Pathfinder Society Organized Play?
"Any character with the Poison Use class ability can purchase and use poisons. For now, they are the only classes that have a list of “always available poisons” (those noted below)—no other class may purchase poisons unless they appear on a chronicle sheet. Alchemists, ninja, and poisoner rogues may only purchase the following poisons from the Pathfinder RPG Core Rulebook:

—Giant wasp poison [210 gp, DC 18, 6 rounds, 1d2 Dex damage, 1 save]
—Large scorpion venom [200 gp, DC 17, 6 rounds, 1d2 Str damage, 1 save]
—Medium spider venom [150 gp, DC 14, 4 rounds, 1d2 Str damage, 1 save]
—Shadow essence [250 gp, DC 17, 6 rounds, Initial Effect 1 Str drain, Secondary Effect 1d2 Str damage, 1 save]
—Small centipede poison [90 gp, DC 11, 4 rounds, 1 Dex damage, 1 save]" —Pathfinder Society FAQ

Pathfinder Campaign Setting: Rival Guide —Legal as per Additional Resources
—Cockatrice Spit [1,000 gp, DC 12, 4 rounds, 1d2 Dex damage (a creature who takes Dexterity damage equal to its Dexterity score from this poison becomes petrified; each day, a petrified victim can attempt a new DC 12 Fortitude save to recover from the venom and become unpetrified with an amount of Dexterity damage equal to 1 point less than its Dexterity score), 1 save]
—Fiddleback Venom [500 gp, DC 13, Onset 1 minute; Frequency 1/minute for 6 minutes, Initial Effect nauseated 1d4 rounds, Secondary Effect 1d3 Str damage and 1d4 Con damage, 2 saves]
—Hag Spit [1,500 gp, DC 16, 6 rounds, Initial Effect blindness for 1d10 rounds, Secondary Effect 1d4 Wis damage, 2 saves]
—Rainbow Jellyfish Toxin [400 gp, DC 14, 2 rounds, Initial Effect staggered for 1d6 rounds, Secondary Effect paralyzed for 1d6 minutes, 1 save]

Pathfinder Roleplaying Game: Ultimate Equipment —Legal as per Additional Resources
—Black Adder Venom [120 gp, DC 11, 6 rounds, 1d2 Con damage, 1 save]
—Bloodroot [100 gp, DC 12, 1 round onset, 4 rounds, 1 Con and 1 Wis damage and 1 round confusion, 1 save]
—Greenblood Oil [100 gp, DC 13, 4 rounds, 1 Con damage, 1 save]
—Malyass Root Paste [250 gp, contact, DC 16, 1 minute onset, 1/minute for 6 minutes, 1d2 Dex damage, 1 save]
—Nitharit [650 gp, contact, DC 13, 1 minute onset, 1/minute for 6 minutes, 1d3 Con damage, 1 save]
—Terinav Root [400 gp, contact, DC 16, 1 minute onset, 1d3 Dex damage, 1 save]
*These are in addition to those listed in the Core Rulebook.

Lesser poisoner’s jacket (12,000 GP) —Ultimate Equipment, page 222
AURA faint conjuration and necromancy CL 5th WEIGHT 3 lbs.
Three times per day, the wearer of this dark jacket can create a vial containing one dose of any poison from the Core Rulebook that costs 300 gp or less. The jacket’s poison always looks like a murky amber fluid. This poison becomes inert after 1 hour.

Greater poisoner’s jacket (58,000 GP) —Ultimate Equipment, page 221
AURA strong conjuration and necromancy CL 15th WEIGHT 4 lbs.
This jacket has the abilities of a lesser poisoner’s jacket, and once per day the wearer can create a vial that reproduces the effect of any poison in the Core Rulebook that costs 4,000 gp or less. The jacket’s poison always looks like a murky lime fluid.
This poison becomes inert after 1 hour.

Immunities Constructs, plants, undead, oozes, daemons, demodands, demons, devils, and elementals are immune to poison. In the case of the crypt breaker, constructs and corporeal undead are especially vulnerable to alkahest bombs. Further, with the Celestial Poison discovery, undead and evil outsiders become vulnerable to poison, but usually have strong Fortitude saves despite this. This leaves plants, non-corporeal undead (if they still cannot be poisoned), oozes, and elementals unaffected by poison, or another Crypt Breaker Alchemist ability.

Discoveries Concentrate Poison (50% duration, +2 DC), sticky poison (6th; a single dose of created poison lasts Int mod), celestial poison (8th; good; poison undead and evil outsiders), and malignant poison (10th; +4 poison DC; no onset)

Dropping Fortitude Saves Shaken, sickened, pernicious poison (no save, but subject to SR), Con damage, and anything else that drops a creatures Fortitude saving throw, directly or indirectly, will make poison use reasonable.

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Pathfinder Adventure Path, Roleplaying Game Subscriber
Alkahest Bombs (Su) A crypt breaker’s bombs are specially designed to work best against constructs and corporeal undead—two foes commonly encountered in ancient tombs. Known as alkahest bombs, these bombs deal acid damage instead of fire damage. Alkahest is an alchemical fluid that eats away unliving flesh and animated constructs, but it doesn’t work as well against other targets. Against constructs and corporeal undead, alkahest bombs deal 1d8 points of damage, plus 1d8 points of damage for every odd-numbered level instead of 1d6. Against all other creatures, alkahest bombs deal 1d4 points of damage, plus 1d4 points of acid damage for every odd-numbered level. This ability otherwise functions as and replaces the standard alchemist bomb class feature.

I'm interested in playing a Crypt Breaker Alchemist for Pathfinder Society Organized Play and am considering discoveries. Something that is not clear to me is the Crypt Breaker's Alkahest Bombs and how they are modified, if at all, by discoveries such as Dispelling Bomb, Force Bomb, Acid Bomb, and Concussive Bomb. Each discovery is explicit in what it does, so it leads me to believe that while a Crypt Breaker wouldn't make a simple fire-based bomb like most alchemists, but that these mentioned bomb discoveries would expand the kinds of bombs that the Crypt Breaker can create, allowing for more versatility against non-construct and non-corporeal undead. Does this sound like it would hold up at PFS tables?

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You know, you Paizo people are pretty cool ;)


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Taldor Mission wrote:
I have included with this letter a locket with a miniature portrait of Lady Menas, so that you can recognize her.

This phrase was an incredible boon to my players. One submitted it for scrying and after spending a few minutes confirming that I had no reason to disallow it, the Oracle cast the spell. Within minutes of the start of the scenario the party picked up on exactly what they would be facing after a successful Knowledge (religion) check and use of darkvision through the scry effect. They were well prepared.


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I've completed my preparations and am sharing the PDFs I put together. I've made notes on my scenario print out, so these sheets are not complete in their overview of the encounters. Hopefully this does not violate any rules. I will gladly remove them if that is the case.

Haunt Creatures
The Market Spirit

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I want to thank Paizo, everyone who made it to PaizoCon, and especially those involved in leadership and GMing. I'm not only new to tabletop roleplaying games, but this was my very first Con of any sort. The experience exceeded my expectations and I already look forward to next year! I know I'm not alone ;)

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StreamOfTheSky wrote:
Also, obligatory motivational poster. (warning: adult language, I guess)

And this tiger can cast flame strike, b~!%&es!

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Or increasing the difficulty of any module for that matter...

My PCs consist of:
• Geisha (Bard)
• Rogue
• Magus
• Synthesist (Summoner)
• Wizard (Conjuration)
• Archeologist (Bard)

They are masterfully handling every encounter to the point of absurdity. Never a threat of danger save for one encounter I beefed on the fly. Only The Ticktock Man, The Nightpeddler and Zassrion remain. I want to engineer these final three encounters to be enjoyable and challenging.

Up to this point the party has only felt the sting of uncertainty when the synthesist was slept (losing his eidolon) and the bard was unconscious and near death. Their armor class, saves, attack and damage are simply beyond the scope for who this module was created. They hit almost every time and the monsters almost always miss (with attacks and spells).

My thoughts are to increase the number of threatening encounters to cause them to use a little daily resources before a final encounter with each boss. It also seems that adding at least one or two monsters to each fight while increasing the stats for each conspirator will help.

Any other suggestions?

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What are some of the must have items for your character's starting equipment? Here are some of the items I consider:

Explorer’s Outfit
Common Backpack
Common Blanket
Trail Rations (5 days worth)
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch

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