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***** Pathfinder Society GM. Starfinder Society GM. 9 posts (23 including aliases). No reviews. No lists. No wishlists. 28 Organized Play characters. 2 aliases.


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Grand Lodge 4/5 5/5

Rei wrote:
You probably have to email customer service to ask for it. I know 4-star GMs have to.

Thanks very much!

Grand Lodge 4/5 5/5

I know Tonya has said that VAs can run Bonekeep 3, but it is not in my downloads. I assume that's because I am still just a 1-star GM, but are there any plans to release BK3 to us low-star VAs since we can run it now?

Grand Lodge 4/5 5/5

Alanya wrote:
Here's Tonya's post on the matter, which is current as of this season. Hope this helps!

Awesome, thanks so much! This is a great start, I guess I just have to search the Paizo Blog a couple times a year to see if there's an updated post.

Grand Lodge 4/5 5/5

I have been GMing games for a few months now, and was recently made Venture Agent for my location.

I apologize if this a noob question, but how do I know what is required to be able to run a certain scenario/special/exclusive? It's not in the Season 7 Guide to Play, and not mentioned on the Product Info pages of the individual adventures.

I know these requirements sometimes change (things stop being "Convention Only"), but is there a central repository for this info, or is this info on a FAQ that I can't find? If not, why not? This seems like pretty vital info...

Grand Lodge

ShieldLawrence wrote:
The Chronicle Sheet has you list the bonus feat. You won't be able to change it once you level up. My advice: double up on a current feat and retrain the feat from leveling to the feat you want using Ultimate Campaign.

Good idea, that seems like an elegant and clever work-around, but I am not sure I can take a feat I already possess. There's nothing in the Ioun Stone description that says I have to take a feat I don't already have, and the Feats SRD just says that taking the same feat won't provide extra benefits unless the feat text specifically so it does.

However, there is this thread from 2013 that claims that "Sean's clarification later in the thread made it fairly clear that if the feat text does not specify that you can take it multiple times, you cannot."

http://paizo.com/threads/rzs2q0aj?Taking-the-same-feat-multiple-times

Grand Lodge

I recently received the Ocher Rhomboid Ioun Stone from a PFS scenario. I wish now that I had played the scenario at a higher level, because I am one level away from qualifying for several feats that would be great additions to my character.

I understand the process for equipping, getting atoned, and thus benefiting from the stone. But what if I use remove curse to actually remove the Ioun stone after I reach next level, then pick it up again (and go through the alignment shift/atonement again)? Could I use that process to pick a different feat once I level up?

To get it uncursed (in PFS) would cost a minimum of 150gp (3rd level Cleric spell times 5th Level caster times 10). Of course the caster is trying to beat a DC 12 to remove the curse, so you could choose to pay a higher level caster to improve your chances of removing the curse. A 9th level caster would cost 270gp, and a 12th level caster (assuming you could find one) would be 360gp.

Could I cast remove curse (or atonement) myself, or have a party member do it for me (in PFS)?

Can I re-choose the feat if I go through the above process? The RAW are silent on this idea...

Grand Lodge

xebeche wrote:

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
Bedroll
Common Blanket
Trail Rations (5 days worth)
Waterskin
Flint and Steel
Silk Rope (50ft)
Signal Whistle
Holly and Mistletoe
Spell Components Pouch

I am also a fan of the small, cheap items like twine, fishhook, chalk for creative problem solving ala Macgyver, and maybe some manacles. I like to use my free clothing allowance to get Cold Weather clothing, then buy myself a cheap outfit to wear most of the time. If it's not core, I am fond of getting the waterproof bag, maybe a drill. Also, at least 1 or 2 vials of acid flask, if you don't have arcane cantrips.

Grand Lodge

Yes, I would also buy this in print form if it was available, as well as several of the other out of print maps...

Grand Lodge

I started working on my own (noob that I am) and then it dawned on me that someone else who knows what they are doing must've done this before... I can't be the only one who wants to replay KotB. If you would be so kind, please send me a copy as well.

Thanks very much!

aaacsss "at" gmail "dot" com

Full Name

Arik Bryn

Race

Dwarf

Classes/Levels

Barbarian 2 Monk 2

Gender

Male

Size

Medium

Age

63

Special Abilities

Rage, Fast Movement

Alignment

NG

Deity

Torag

Languages

Common, Dwarf, Orc

Strength 17
Dexterity 14
Constitution 16
Intelligence 13
Wisdom 15
Charisma 11

About Arik Bryn

Stat Block:

ARIK BRYN CR 3
Male Dwarf Barbarian 2 Monk (Master of Many Styles, Monk of the Sacred Mountain) 2
NG Medium Humanoid (Dwarf)
Hero Points 1
Init +3; Senses Darkvision (60 feet); Perception +9
--------------------
DEFENSE
--------------------
AC 18, touch 17, flat-footed 14. . (+3 Dex, +1 natural, +1 dodge)
hp 52 (2d12+2d8+16)
Fort +9, Ref +6, Will +6
Defensive Abilities Defensive Training, Guarded Life, Uncanny Dodge
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Masterwork Bo Staff +8 (1d6+6/20/x2) and
. . Unarmed Strike +7 (1d6+4/20/x2)
--------------------
STATISTICS
--------------------
Str 18, Dex 17, Con 16, Int 13, Wis 16, Cha 11
Base Atk +3; CMB +7; CMD 24
Feats Catch Off-Guard, Dodge, Improved Unarmed Strike, Monk Weapon Proficiencies, Snapping Turtle Shell, Snapping Turtle Style +2, Stunning Fist (2/day) (DC 15), Toughness +4
Traits Sacred Touch
Skills Acrobatics +10, Climb +8, Craft (Armor) +5, Craft (Weapons) +5, Escape Artist +7, Handle Animal +4, Heal +4, Intimidate +4, Knowledge (History) +5, Knowledge (Nature) +5, Knowledge (Religion) +5, Perception +9, Ride +7, Sense Motive +7, Stealth +7, Survival +7, Swim +8 Modifiers Craftsmanship
Languages Common, Dwarven, Orc
SQ AC Bonus +3, Fast Movement +10 (Ex), Fuse Style (2 styles) (Ex), Hardy +2, Hatred, Hero Points (1), Rage (9 rounds/day) (Ex), Slow and Steady, Stability, Stonecunning +2, Stunning Fist (Stun) (Ex), Unarmed Strike (1d6)
Combat Gear Masterwork Bo Staff; Other Gear Backpack (empty), Bedroll, Blanket, winter, Casting Powder, Crowbar, Flint and steel, Potion of Cure Light Wounds (3), Potion of Endure Elements (2), Rope, hempen (50 ft.), Sack (empty), Shaving Kit, Spade or shovel, String (50'), Waterskin (2), Wine (Fine, bottle)
--------------------
TRACKED RESOURCES
--------------------
Potion of Cure Light Wounds - 0/3
Potion of Endure Elements - 0/2
Rage (9 rounds/day) (Ex) - 0/9
Shaving Kit - 0/50
Stunning Fist (2/day) (DC 15) - 0/2
--------------------
SPECIAL ABILITIES
--------------------
AC Bonus +3 The Monk adds his Wisdom bonus to AC and CMD, more at higher levels.
Catch Off-Guard Proficient with improvised melee weapons. Unarmed opponents are flat-footed against your improvised weapons.
Craftsmanship +2 for Craft or Profession checks to create objects from metal or stone.
Darkvision (60 feet) You can see in the dark (black and white vision only).
Defensive Training (+4) +4 dodge bonus to AC against monsters of the Giant subtype.
Fast Movement +10 (Ex) +10 feet to speed, unless heavily loaded.
Fuse Style (2 styles) (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but whe
Guarded Life (2 HP) (Ex) If reduced below 0HP, convert some damage to non-lethal. Auto-stabilize below 0HP.
Hardy +2 Gain a racial bonus to saves vs Poison, Spells and Spell-Like effects.
Hatred +1 racial bonus to attacks against Orcs and Goblinoids.
Hero Points (1) Hero Points can be spent at any time to grant a variety of bonuses.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Rage (9 rounds/day) (Ex) +4 Str, +4 Con, +2 to Will saves, -2 to AC when enraged.
Sacred Touch You were exposed to a potent source of positive energy as a child, perhaps by being born under the right cosmic sign, or maybe because one of your parents was a gifted healer. As a standard action, you may automatically stabilize a dying creature mer
Slow and Steady Your base speed is never modified by encumbrance.
Snapping Turtle Shell AC bonus increases by 2, and opponents receive -4 on critical confirmations
Snapping Turtle Style +2 Gain +1 shield bonus to AC when at least one hand is free
Stability +4 to avoid being bull rushed or tripped while standing.
Stonecunning +2 +2 bonus to Perception vs unusual stonework. Free check within 10 feet.
Stunning Fist (2/day) (DC 15) You can stun an opponent with an unarmed attack.
Stunning Fist (Stun) (Ex) At 1st level, the monk gains Stunning Fist as a bonus feat, even if he does not meet the prerequisites. At 4th level, and every 4 levels thereafter, the monk gains the ability to apply a new condition to the target of his Stunning Fist. This conditio
Unarmed Strike (1d6) The Monk does lethal damage with his unarmed strikes.
Uncanny Dodge (Ex) Retain Dex bonus to AC when flat-footed.

Backstory:

Arik Bryn is the youngest son of Tog and Bryntha. His elder brother Drugan, breaking all sense of dwarven tradition, deserted home and hearth to seek Aridia.

Thrown into ruinous disgrace, Arik's family begged for permission to go and search for their son. They were denied 8 times. Tog spiraled into drink until he was but a shadow of the man he was. Bryntha succumbed to grief and shame, dying shortly after Drugan's disappearance.

Forsaking his destiny to become a monk of Torag, Arik stole away from home determined to bring honor back to his family. In the dead of night, he slipped through the tall mountain gates of his home and set off toward the Savarie desert. He never made it there.

A mere week of travel found Arik captured by human slavers and sold to a local province as a gladiator. For months he shared quarters with savage Orcs and he slowly descended into their debauched combat style.

One night, the prisoners rioted and Arik escaped. Now he presents himself to Yalandere's caravan as his last desperate hope to find his brother and bring him home. At least, he will make his brother's death mask and take that home as proof of Drugan's demise.

Physical Description:

Arik Bryn has a noble looking face that is easily ignored with one glance at his moth-eaten clothes. His dark hair is trimmed close to his round head, but the disconcerting thing is that this dwarf sports no beard. A ragged, greying mustache mars an otherwise balded face. Arik's eyes are blue glass mirroring a clear spring sky and projecting a crushing, determined sorrow.

Arik wears thread-bare, loose fitting, red trousers that gather at the ankle and disappear under thick, short, leather boots. His under tunic is of a once fine, unbleached linen. His elbows show through growing holes in the fabric. Arik wears a iron grey, double vented over-shirt that reaches to his knees and held in place by a thin leather belt.

The young dwarf carries very little: A canvas backpack, from which is suspended a tattered bedroll, and an iron crowbar. Anything else he might have, Arik keeps stowed in the pack.

Interview:

Arik scans the hectic camp.

A beggar I may be, shamed and destitute, yet I have some pride left. Pride, and a great love for my poor, misguided brother. Drugan, I will not fail you.

Arik makes boldly for the largest central tent, praying to the forge master that this Yalandere lays his tent as the Dwarven lords do. He pulls aside the flap and enters.
___________________

Yalandere glances up and cannot help but stare. Before him stands an obviously impoverished dwarf. His dark hair is trimmed close to his round head, but the disconcerting thing is that this dwarf sports no beard. A ragged mustache mars an otherwise balded face. Yalandere is pulled away from himself as the oddity begins to speak.

"Greetings lord. I am Arik Bryn and by your stare I see you are familiar with the customs of my people. Yes, the words catch in his throat, I am disgraced. I seek my lost brother. He is the eldest of my house and master of our hearth. He disappeared years ago on a quest to find Aridia. Without him, I have no being and no destiny. I beg you, Arik drops slowly to his knees. The very act seems hateful to him. allow me to join your sortie into the desert. In exchange, I vow you will have no one more earnest for your swift success than I. I am a skilled guide, earned from a long and shameful journey. Moreover, I have experience with the savage Orcs and I speak their guttural language.

Arik looks directly into Yalandere's face: tears filling his young, desperate eyes.
"Take me with you master -he prostrates himself before the aged elf- and you may yet restore to life this grieving youth.

Arik dissolves in wracking sobs that convulse his body so hard that Yalandere can hear the young dwarf's spine cracking. After what seems like ages. Arik composes himself somewhat, stands straight and tall, and nods sharply. He exits the tent.

Yalandere, in all his years, had never seen such a sincere, noble beggar. His heart broke for the young dwarf and began running through his mental list of applicants, frantically scanning for names to strike. He then turns his mind to money. He tabulates how much the young man might cost to feed. He's not that big...He is certainly motivated...

Yalandere collapses into his chair, lost in thought.