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Erastil

xebeche's page

Pathfinder Adventure Path, Card Game, Roleplaying Game Subscriber. FullStarFullStar Pathfinder Society GM. 309 posts (311 including aliases). 32 reviews. No lists. No wishlists. 10 Pathfinder Society characters.


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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 Almost all Scenario Reporting Sheets are now out of date.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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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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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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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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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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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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I never cease in my delight to be an AP subscriber.

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Alex,

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,
Jeremy


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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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Quote:

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).
Quote:
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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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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Quote:
"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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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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Quote:
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
Crysmals
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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