Aram nods at your responses, turning to Fargrim. "You are correct, of course, my lady, we must depend on our companions. I find having a wide variety of skills is useful, though, as one never knows who else will be assigned to the team. So many missions, so many new Pathfinders... I sometimes think the Venture-Captains merely send whomever is closest to their office at any given moment." He smiles, and turns to Lyoto. "I caution you, good sir, that age brings with it experience, a laudable goal for any Pathfinder. Yes, things have changed since this storied tavern was built, over four centuries ago. There are many lessons to be learned from the past; surely a Pathfinder knows this?" He glances at Vasilios' sword belt briefly, and then back at the group. "Since you are so confident in your abilities, there is clearly nothing you would need from an "old man" such as I. I bid you good luck, and may the Lady of the Golden Sun ever keep you from harm." He gets up from the table, leaving a half-full wine glass, and heads out the door.
Both tables can here. @Niles: "Make no mistake, violence is a necessary tool in a Pathfinder's arsenal - we have many enemies, and there are many dangers in the wild. Yet it is not all a Pathfinder needs to be capable of. " He gestures around the bar. "The worthy explorers who met here, before the Society was even founded, often went out alone on their missions. They could not count on a colleague being nearby to fight off the enemy, or decipher an inscription, or disarm a trap. They trained to handle everything they needed. Sometimes I yearn for those days."
The Qadiran stands and bows. "Again, greetings, my friends. I am Aram bin Kaleel, Pathfinder and Lamplighter. I enjoy visiting this place to immerse myself in the early history of our Society - it reminds me of the days when agents were bold, resourceful, and took the Society's three tenants more seriously. "Explore, Report, Cooperate" seems to have been replaced by "Murder, Steal, Compete" in some of our more recent recruits. " He raises one eyebrow, awaiting your reaction to his provocation.
"Thank you for your hospitality," Aram replies, pulling a chair over to the table. "The Wounded Wisp is the place where the Pathfinder Society was born. Here, adventurers such as Durvin Gest and Selmius Foster planned their explorations, told their tales, and lciked their wounds. These first Pathfidners went out into the unknown not will a team of specialists, but alone. They had to handle any situation themselves - be it to decipher an ancient inscription or to combat a fell guardian. " Aram looks wistfully around the bar. "Oh, to be a Pathfinder in those days! Unlike today, where it seems that many recruits" - he glances at the half-orcs across the room - "feel being a Pathfinder is about little mroe than dealing death." At Colt's question, he smiles broadly. "The Lamplighters are an informal organization within the Society, whose members strive to emulate our early heroes. A Lamplighter is versatile, resourceful, and well-prepared, able to participate in more than one role within a team. As you know, the Venture-Captains seem to take pleasure in assigning missions to whomever happens to be within yelling distance of their desk. Thus, it behooves us to be ready for any assignment." He surveys the group again. "You seem to be a cut above the typical Apsis dropouts who come out of the Grand Lodge nowadays. If you have need of assistance, stop by my shop. 'Kaleel's Curiosities', in the Coins district." His eyes settle again on Talisein. "You have the strength of the sun, my lady. May the Dawnflower protect you in your travels." He slips several gold coins onto the table, nods to the bartender, and heads out into the street.
As you find a place to sit, Taliesin notices a tall Qadiran man watching her intently (though politely). After the group sits, he picks up his glass of wine and approaches, bowing. "Greetings, my friends," he saws in a deep, luxurious voice. "I am Aram bin Kaleel, Pathfinder and Lampighter. I wonder, how many of you know the history of this place?" He lifts a small silver chain attached to his cloak, and a wayfinder briefly appears before disappearing into the folds of his clothing.
A swarthy Kellish man wearing a dark blue cloak over his mithril chain shirt stands to greet you. The symbol of Sarenrae is embroidered into his cloak in a pale golden thread, and his face bears a large burn scar across one cheek, "Hail, and be welcome here, Captain Ver'Ha, from one who is also new to the cause. I am Aram bin Kaleel, Pathfinder and Lamplighter. I am glad to see more Pathfinders rallying to the banner of the Silver Crusade, when so many other 'leaders' have failed us."
Well met, Princess - but you misunderstand me. As a Pathfinder and Lamplighter, my loyalty is to the Society - as you, I was taken in by the Society and consider it to be a part of my family. However, the trade Prince has long purported to represent Qadiran interests to the Society, and has sent countless agents into danger to act on behalf of what they thought were the Satrap's wishes. This latest episode reveals that Aaqir al'Hakam acts only on behalf of his own interests, and thus many Pathfinders have fought and died for nothing more than to line his pockets. In my homeland, this baseless betrayal must be met with a blood feud that can only be resolved by the redemption or death of the offender. I ask our brother and sisters who purport to care only about personal riches to consider the following: what riches have you obtained by being a criminal's pawn? Are you richer than your fellow Pathfinders? Have you gained personal power, prestige, or fame beyond your colleagues? Based on the observable facts, the Exchange will suffer the same fate as the Szcarni it was birthed from: encouraging Society members to take on additional risk and sow dissension in our ranks, with NO measurable benefit. Al'Hakam has used you, and will continue to use you as long as the Society lets him. Walk away, and find a cause worth dedicating your life to. For myself, I choose the Pathfinder Society.
Rha'ziz, you misunderstand... Lamplighters are skilled in combat, stealth, and the shadier side of Pathfinding. They also know history, other languages, and can be diplomatic or violent as required. We aren't trying to look after anyone; everyone has a choice. The Lamplighters feel that a well-rounded Pathfinder is of more use than one who can only use one weapon. I have heard of some of your exploits, and you are not so different from the ideals we espouse.
There are many who would agree with you, Kerigahn. The Society has fallen far from its glory days, divided into factions and further corrupted by individuals using the Society to further their own ends. There is much that can be done, however, to improve the situation. First, know this: the Decemvirate can only use the tools they are provided with in pursuit of the Society's goals. If the Grand Lodge turns out class after class of thugs with no skill beyond murder, the achievable goals of the Society are changed without any hidden agenda. When all you have is a hammer, everything begins to look like a nail. For myself, I take inspiration from the early Chronicles, where Pathfinders such as Durvin Gest went alone into the unknown, able to handle any situation in pursuit of knowledge. As agents become more versatile, more resourceful, and less focused on deathdealing, we may see our masters find appropriate uses for us. I feel that this method of leading by example will prove more valuable in the long term than any audit or investigation. An investigation only uncovers what the investigator wishes to find, and with such deep divides in the Society, "truth" seems an unattainable goal. Take heart that there are others who agree and are doing their part to restore the Society to its rightful place as an organization of legendary explorers. It is better to light a single lamp, than to sit and curse the darkness.
Aram bin Kaleel, Pathfinder Greetings, Pathfinders of the Shadow Lodge! I know that many Pathfinders are nervous of the tidings that are to be revealed tonight by the Ten. I am certain Grandmaster Torch is well aware of the details of this announcement, as his information network is unparalleled in Golarion. For the rest of us, we must wait and see what happens, and whether our patrons will remain welcome in the Society. Despite its origins, the Shadow Lodge has done much to improve the Society since it "came in from the cold", so to speak. Your advocacy for the individual agents has made real progress in how the Ten utilizes "resources" such as you and me. Yet I feel we could do more, by encouraging Society members to become self-reliant and self-sufficient, rather than extreme specialists. I have been assigned to many missions without a healer, or arcanist, or other important role. Only my Lamplighter creed provided the tools I needed to come through unscathed. The Lamplighters encourage Pathfinders to be able to handle any situation without relying on other specific team members. We hearken back to the days of Durvin Gest, who went alone into the wild and found glory and knowledge. Our aims are simply those of the Society, and we like you believe that the Society is built on the capabilities of its agents. Do not despair of your decision to join the Society, and do not revert to the old ways of terror and subversion - they cannot succeed. Work with us from within for the betterment of all Society members. Join us! For membership inquiries, please visit Kaleel's Imports in Absalom. Your servant,
Aram bin Kaleel, Pathfinder Greetings, friends in the Society! I know that many Pathfinders are nervous of the tidings that are to be revealed tonight by the Ten. In particular, the tribulations of the Paracountess has been seen by many as a portent of a dim future for those Pathfinders devoted to the law. Fear not that your faction leader may lose influence in the Society, for this is a blessing in disguise. Too long have we served political ends while working to fulfill our Society's goals. Now is the time to throw off the yoke of such political puppetmasters and chart our own course, for knowledge and discovery! The Lamplighters will never ask you to deviate from your Venture-Captain's assignment to aid the goals of a single nation. We work for the Society as a whole, and the Society seeks to uncover new knowledge and share it with the world. The Lamplighters have only one cause: to support Pathfinders to be the best they can be, independent of outside influences who seek to corrupt and twist their efforts. Join us! For membership inquiries, please visit Kaleel's Imports in Absalom. A servant of the Law,
Aram bin Kaleel, Pathfinder Greetings, friends in the Society! I know that many Pathfinders are nervous of the tidings that are to be revealed tonight by the Ten. Fear not that your faction leader may lose influence in the Society, for this is a blessing in disguise. Too long have we served political ends while working to fulfill our Society's goals. Now is the time to throw off the yoke of such political puppetmasters and chart our own course, for knowledge and discovery! The Lamplighters will never ask you to deviate from your Venture-Captain's assignment to aid the goals of a single nation. We work for the Society as a whole, and the Society seeks to uncover new knowledge and share it with the world. Leave your masters' shackles behind and join us, and chart your own course within the Society! For membership inquiries, please visit Kaleel's Imports in Absalom. Yours in freedom,
Aram bin Kaleel Welcome, Marcus! As you say, I do have an ulterior motive: to restore the glory of the Society by encouraging its agents to be well-trained and prepared. I find some of our Society's most recent exploits distasteful, and believe that if the rank-and-file agents show themselves capable, our masters will see fit to assign us missions worthy of our Society's proud heritage. I hope to see you at this year's Grand Convocation in Absalom, but you are welcome in my home at any time. Should you see fit to travel through the City at the Center of the World, do not pass me by. Aram
Aram bin Kaleel, Pathfinder Greetings, Reynard, and well met! Acid splash is a useful ranged weapon, but as you know it has its limitations. While anti-magic zones are rare, I have come across such areas in my travels. More likely are large caverns or outdoor areas where the enemy can stay outside of the range of such spells, or creatures which are resistant to acid. In cases like this, it is wise to be prepared. As for fireballs, sometimes a cleansing fire is needed, but at other times, more subtlety is required. The Lamplighters advocate being prepared for either extreme, and any variation in between. May your journey lead you to new places, Aram
More wafer questions. * The atonement spell removes the alignment change; does the same casting also restore paladin powers lost by committing an evil act? Ditto for other deity-driven casters who lose their powers by being more than 1 step away from their deity's alignment for the scenario. * In another scenario, a cursed item has the same "one shift towards evil" mechanic. In that case, the item needed to be removed before an atonement did anything, and you couldn't just go and use the item again because it's another evil act. In essence, keeping/using the bonus is the evil act. So, in this case, does the atonement help you atone by removing the profane bonus, or does the profane bonus remain even after you've atoned?
Yeah, if a ruler only shows up one day a month, I'd declare those positions vacant and let the penalties pile up. You make the *rolls* once a month, but that doesn't mean you can be elsewhere the rest of the time. Who is doing all the work running the kingdom then? Why would someone accept the rule of someone who's never around? On the other hand, if your players are interested in Brevoy's politics... well, it's a sandbox, so play in it! The Inner Sea World Guide and the KM player's guide has interesting stuff on Brevoy, enough to give you some cool ideas. If everyone wants to play politics and not worry about kingdom building, maybe the "kingdom in the background" rules are worth looking at as well.
I recall Mark put some of the headshots from Blakros into the blog, exactly so we could make these face cards... and went looking for some others online. I used the Evil Queen from Once Upon a Time as Hamaria Blakros... I agree, though, it is very important to have some face, even the wrong face, to allow players to keep thins straight as they play this one!
First, thank you, FoxMcCloud, for asking how to do things properly and doing it that way! Full disclosure: I usually don't ask for documentation until the rule in question comes up in the game; if the proper documentation is not present, the character can't use that particular feat/item/whatever (and anything it's prerequisite for). This is how I read the following text from Additional Resources: Additional Resources wrote: In order to use these additional resources for your character, ... I find it's easier than checking everything up front, and I hate making people play pregens. Maybe some clarity on this text could standardize how it's handled? For me, the issue is not about being copyright police. This is a rule of the campaign, like any other "special" PFS rules (no synthesist summoners, no evil alignments, no PvP, don't be a jerk). If a GM isn't enforcing it, that GM is ignoring part of the job. I've seen GMs ignore the other examples I've listed, and usually someone puts their hand up and complains. The rationale, of course, is twofold: having the official rules at the table to aid the GM, as well as the fact that encouraging piracy works against Paizo's interests, but the rationale shouldn't matter. It is a campaign rule, and GMs should play by the rules.
The problem is, there is a simple and perfectly effective version in place right now: roll a Knowledge check. Any system that requires consulting Chronicle sheets during play to see what you've encountered before is a non-starter in my opinion. Any free benefits to everyone effectively penalizes the folks who took Knowledge skills in the first place. Besides, do all harpies look the same? Can the average non-knowledgeable person distinguish between a harpy and a strix, say? According the the description of strix, people usually think they are winged devils - a completely different type of creature (reference). If you want to match the campaign background, then make a character that reflects the training the Pathfinders gave you. If you don't, don't complain that you should get such benefits for free. (It's like I've said that before... weird!)
[Aside: if I was re-inventing PFS from scratch, I'd try and come up with a template of skills that every character gets as part of basic training. Diplomacy, a Knowledge or two, maybe Disable Device... or I'd come up with a system by which it was logical that the illiterate barbarian who can't interact with humans or find his way through a ruin by himself would actually make it through the training. And then a way to assign appropriate characters to appropriate missions - but that kills the current play model. ] [Aside #2: Or, I'd have a second organized campaign using the PF rules, which didn't require being a member of the Society to participate. But, that's not possible within Paizo resources.]
Jiggy wrote:
There, I filled in the blank! ;) Seriously, the game has a GM for these reasons. I usually give my players the info I think they need, and don't pay too much attention to how many 5's they beat the DC by. Is resist cold/10 and resist acid/10 one peice of info, or two? We could be at this all day. Bottom line - there is table variation on this. If you want to make sure you can ID monsters, put skill points into Knowledge skills. Sometimes it won't matter because your GM is generous; other times it will give you a high enough result that it will matter.
Gaze attacks work 2 ways, essentially: active and passive. I described passive mode on the in-game page, since that's the one players can control. The creature can also use its gaze attack actively, by targeting a single individual - in this case it doesn't matter if you're looking or not, you have to make a save. In this case only cover would apply. But that's on person per round, max. It is possible to require 2 saves in a round, one on your turn and one on the creature's turn.
Common monsters are DC5. And note the use of the word "monster" here - I take this to mean that the races listed in a nation's population (which is general the core rulebook races) are so common as to be ubiquiteous and not need a roll. If 90% of the population of Varisia is human, I'm pretty sure you don't need a roll to identify a human unless they're disguised (and then it's not a Knowledge roll anyway, it's opposed Perception versus their Disguise skill). Similarly, recognizing a riding dog as a dog should be a given. If for some reason, knowing what *kind* of dog it was was important, I'd ask for a roll (DC5). But usually, a riding dog is identifiable by the halfling riding it. ;) The resistances of teiflings and similar things is a valid point, Jiggy... probably a DC5 roll is needed, since they aren't common enough to be in the population listings.
Slippery slope, assuming characters should have learned certain things in training. See the Lamplighter Creed for an example of the stuff that I think Pathfinders "should" know based on the fact that they went though this training. But the campaign has chosen to not limit character choices by requiring this background be incorporated into a character's stats. Fine. But you can't have it both ways - either you learned stuff in training, or you didn't. You can't say you didn't, and spend you skill points on whatever you want and dump Int and Cha, and then claim you should get what amounts to free skill points in Knowledge skills because of all your training and experience. The Knowledge system is abstract, but easily-definable RAW. Keeping track of monsters you fought assumes a) that your character has eidetic memory, and b) that the enemy used every one of its abilities and you were able to identify them and their effects. We can't ask GMs to track that, or to look back at Chronicle sheets to see what monsters you get to know for free. tl;dr: if you want to be able to identify monsters, put skill points into Knowledge skills.
Update posted. I`ll trust you on the folio/etc. rerolls - just let me know if you want to use one at any point. Also - I had to start using different top-down avatars for the PCs - it's too hard to use the message board ones without adding another level of effort to making the maps. I will try and keep the comments added, but once you are familiar enough with your image, we can get rid of the outlines.
Um... if you're a Chelaxian paladin, you should be quite used to this situation by 12th level. You probably either have no prestige, or a "Frequent Atoner" card down at the local temple. Given that the mission a) summons an evil fiend from the lower planes, which then b) releases a bunch of evil undead that c) start killing peasants at random, I'm pretty sure you will need to atone for that, or at least fight it immediately (since you could argue you didn't know what you were doing by reading the scroll).
It's the difference between flying with wings, versus flying magically. A pegasus has to flap its wings, and having all that stuff on (whether armor or saddlebags) makes it too hard to do that. An air elemental... well, it's just *air*, man! It can fly like you and I can walk. (i.e. while carrying up to its maximum load).
It's always hard with a group of that level range - the APL is way too low for the high-level guys, so saves etc. are easier to make for the party and harder for the bad guy. When I have a group like this, I get the higher-level folks to play a lower-level PC if possible. Level 2 and 7 in the same party just can't balance.
The biggest problem with this sort of character (or a summon specialist) is not moral but mechanical: they are spotlight hogs. While the necromancer is moving his legion of zombies and rolling 12 attacks every round, everyone else is sitting around doing nothing. With a slow or unprepared player, the game grinds to a halt. NPCs should never steal time from actual players at the table. If you can't handle running a character like this efficiently, then you shouldn't play one. Your turn should not take any longer than anyone else's turn, or you're slowing down the game. If you dwant to play this type of character, it's best to be prepared, efficient, and not waste time counting out every possible path for every possible creature to take. Get colour-coded d20s and matching damage dice, and roll them together (put a colour-coded dot on your miniatures to show which dice is for which minion.) Know your math and be fast with it. Otherwise, the GM is within their rights to take your PC's orders ("Attack them, my pretties!") and move/roll for you to speed things up. Remember, while players often control their own NPC minions for convenience, when push comes to shove all NPCs are controlled by the GM. (Disclaimer: I'd only do this is the game was bogging down because of it, or if the situation was being abused.)
The way I have read the various conflicting texts on prestige, I *think* this is how it goes: * If the party as a whole influences 3 guests, then the whole party gets the 1PP for mission completion. * On the Chronicle sheet, each player only gets "influence" with NPCs he or she personally influenced. To me, this is the only fair way to run it - otherwise, there really isn't a way to get the prestige point unless you do everything yourself, and so does everyone else. There are mechanics (the Trade Prince's visit) to tell you when you've already gotten influence with a particular NPC, so presumably you can concentrate on others then. Otherwise, everyone should be influencing everyone all the time, and no one should Aid Another because it reduces your own reward, and there's no benefit to working as a team. Either the mission is completed or it isn't. If the Society wants to reward some members of a team and not others when the team accomplishes their goal, we open a very dangerous box full of Pandora. Anyway, that's the way I've been running it.
Hmm... I don't think advanced ioun stones are legal, because the upgraded items don't exist as items themselves, and would therefore fall under crafting. Having a formula to figure out what the price *would* be, isn't the same as being a priced item on a list in a legal source. Upgrading a belt +2 to +4 is fine, because a belt +4 exists on the lists already as an item in its own right. A pale green sphere ioun stone that gives +3 to a skill, however, does *not* exist as an item on a list somewhere... so it isn't a valid item for PFS, it's a custom magic item. Although... flagging for FAQ.
Hmm... "parry with my face"? I don't think so. Claws, maybe, but a bite "weapon" just seems to have too little substance compared to the exposure you'd create by sticking your face in the path of someone's bastard sword. Parrying with a natural weapon seems like it should expose you to damage, since by definition the weapon is hitting you. I know this isn't a RAW answer, but it's the sort of thought process a lot of GMs go through when deciding whether to allow something questionable or not in the middle of the game. If he wants to be sure it will always work the same way, he should build a character without the need for grey-area interpretation. Otherwise, you pays your money and you takes your chances.
Another easy way to "research" this is to ask a local Venture-Officer, if you have one - I know that I get a lot of requests from my GMs on the same topics (because they are playing with the same player base repeatedly). I usually look into it on the errata, the forum posts, FAQ, etc. and then issue a "Rules Clarification" through our Facebook page, so all the GMs can run things consistently. (Often it's a suggestion rather than an order, though - where there's a grey area, the Table GM makes the call, even if it's different than the way I would make it.)
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