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I'm currently toying with the following idea. Sargasso in Space.
Perhaps some ships have survivors or descendants of those whose ships were trapped here. Perhaps one has an alien threat on board, sleeping until the party disturb it. Maybe one is run by robots who decide that the party are the perfect replacement parts for their ship (ripping off a Doctor Who episode for that one admittedly), but somewhere is the source of the Sargasso. What cool ideas are you fine folks working on?
Sorry if this seems like a silly question but after reading the rulebook twice I can't see that this is covered. It is assumed that a patron gives a ship to the party and as they level they get to spend BP to enhance the ship, right? What happens if you have a character, say a pilot, who wants their own fighter? Would only that character get to spend BP on it or would you allow the party to spend on it splitting the points across both ships as they see fit?
Something of an odd question. What is the "in world" difference between a Ranger and a Hunter? How would you differentiate them in a game world when they are fairly similar to one enough in concept? I'm trying to come up with a decent description of how the classes would be in the world I am designing but both seem so similar that I'm having trouble.
Just checking to see if it is just me or this issue is affecting anyone else. I've just been to check some older scenarios that need correcting (Emerald Spire from when the levels vanished) and nearly all of my scenarios that I have GM'ed have vanished from the sessions tab and I'm back to 1 star. Is this another web site issue or something I should contact Paizo about? Thanks.
We're playing right now and a situation has come about with which we are unsure about the outcome. The villain has cast cause fear on one party member and before their turn another party member casts murderous command on him in the hopes it counter effects the fear. The GM ruled that the fear overrides the command which was fair play. We are just curious whether this correct for future reference. Thanks.
In a game recently we had a situation where a character had been tripped. He wanted to get out of harms way without provoking an AoO. I suggested that he do a 5 foot step, basically rolling out of the way one square. Another player insisted that you can't do a 5 foot roll by the rules so we so said fair play and continued the game. Afterwards I looked it up and I can't see anything to say that it isn't allowed. A 5 foot roll seems fair use of the 5 foot step rule but I want to be sure. Is a 5 foot roll an acceptable and legal use of the 5 foot step? Thanks for your help.
Out of curiosity is there a reason why some locations are set for multiple players and others for the solo player? The reason for asking is that as a primarily solo player if I go by the locations listed I will only experience the same three. If it is just a case of there are eight locations I might consider just shuffling three of the eight to get my locations, so that I can experience different ones.
So far I have only played three solo gamees. I have a couple questions that came up during those quests. 1. How does the game handle multiple opponents? In one game the villain summons wrathful sinspawn. Do I fight that spawn and then the villain? What happens if I lose to the sinspawn? Does the villain get shuffled back into the deck and the combat end? 2. What is the point of a death mechanic when your deck runs out when you have a finite number of turns anyway under the blessings deck? 12-15 turns (depending on recharges) seems awfully short.
About Kintampo Pathfinder Society:
PFS ID: 24681-6 Faction: Scarab Sages XP: 18.5 Prestige/Fame: 11/33 Chronicles:
Starting Gold: 150
Starting PP / Fame: 0
2: Rise of the Goblin Guild - GM
Starting Gold: 666
Starting PP / Fame: 0/2
3: City of Strangers Part I – The Shadow Gambit - GM
Starting Gold: 1186
Items Bought: 1459.3 Starting PP / Fame: 2/4
4: Destiny of the Sands Part 2 - Race to Seeker’s Folly
Starting Gold: 238.7
Items Bought: 610 Starting PP / Fame: 2/6
5: Scars of the Third Crusade
Starting Gold: 143.7
Items Bought: 8 Starting PP / Fame: 4/8
6: Shades of Ice, Part I: Written in Blood - GM
Starting Gold: 645.7
Items Bought: 1000 Starting PP / Fame: 6/10
7: Fangwood Keep - GM
Starting Gold: 145.7
Items Bought: 4540 Starting PP / Fame: 8/12
8: By Way of Bloodcove
Starting Gold: 405.7
Items Bought: 1000 Starting PP / Fame: 12/16
9: In Wrath's Shadow - GM
Starting Gold: 352.7
Items Bought: 3 Starting PP / Fame: 13/17
10: Dawn of the Scarlet Sun
Starting Gold: 1658.7
Items Bought: 150
Starting PP / Fame: 15/19
11: Scions of the Sky Key Part 1 - GM
Starting Gold: 3560.7
Items Bought: 0 Starting PP / Fame: 11/20
12: Port Godless
Starting Gold: 5432.7
Items Bought: 6000 Starting PP / Fame: 13/22
13: Black Waters
Starting Gold: 1967.5
Items Bought: 654 Starting PP / Fame: 15/24
14: Destiny of the Sands, Part 3:
Starting Gold: 1921.7
Items Bought: 750 Starting PP / Fame: 16/25
15: The Stranger Within
Starting Gold: 3426.7
Starting PP / Fame: 18/27
16: The Sky Key Solution
Starting Gold: 6008.7
Starting PP / Fame: 20/29
17: The Golemworks Incident
Starting Gold: 6008.7
Starting PP / Fame: 22/31
18: Orders from the Gate
Starting Gold: 1331.9
Starting PP / Fame: 9/32
Additional Resources
Equipment & Expenditures Tracking:
Purchases Chronicle 1 Wand of Infernal Healing – 2 PP - Chronicle 11: 2 used - Chronicle 14: 5 used - Chronicle 18 (current, not included in equipment): 3 charge used Purchases Chronicle 3
Purchases Chronicle 4
Purchases Chronicle 5
Purchases Chronicle 6
Purchases Chronicle 7
Purchases Chronicle 8
Purchases Chronicle 9
Purchases Chronicle 10
Purchases Chronicle 12
Purchases Chronicle 13
Purchases Chronicle 14
Purchases Chronicle 16
Purchases Chronicle 18
Leveling Choices:
Level 1 Ability Point Buy: STR 15, DEX 14, CON 14, INT 14, WIS 10, CHA 8 Ability Bonus: STR Race: Human (Garundi) Alternative Racial Trait: Dual talent (Dex) Gender: Male Alignment: N Deity: Nethys Faction: Osirion Favored Class: Magus (Staff Magus) Trait: Magical Lineage (Shocking Grasp) Trait: Tomb Raider (Perception) Feat: Fast Learner Bonus Language: Ancient Osiriani, Kelish Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Knowledge (Arcana) - Knowledge (Dungeoneering) - Perception - Spellcraft - Use Magic Device Spells: - Chill Touch - Enlarge Person - Grease - Shield - Shocking Grasp Level 2 Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Climb - Knowledge (Planes) - Perception - Spellcraft - Use Magic Device Spells: - True Strike - Vanish Level 3 Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Feat: Weapon Focus (Quarterstaff) Magus Arcana: Wand Wielder Skill Points: 2 Class +2 INT + 1 FCB - Intimidate - Knowledge (Local) - Perception - Spellcraft - Use Magic Device Spells: - Expeditious Retreat - Mount Level 4 Ability Bonus: Strength Class: Magus Favored Class Bonus: + 1 Skill Point, +1 HP Skill Points: 2 Class +2 INT + 1 FCB - Intimidate - Intimidate - Perception - Spellcraft - Use Magic Device Spells: - Blur - Mirror Image Retraining Retrained Fast Learner for Combat Expertise, loosing 2 skill points to intimidate and 2 hit points[/b] Level 5 Class: Magus Favored Class Bonus: +1 HP Feat: Weapon Specialization (Quarterstaff) Feat: Improved Trip Skill Points: 2 Class +2 INT - Knowledge (Nature) - Perception - Spellcraft - Use Magic Device Spells: - Glitterdust - Invisibility Level 6 Class: Magus Favored Class Bonus: +1 HP Magus Arcana: Maneuver Master (Trip) Skill Points: 2 Class +2 INT - Knowledge (History) - Knowledge (Religion) - Perception - Spellcraft Spells: - Feather Fall - Alter Self Level 7
Combat:
Init +3 (+3 Dex) AC 20, touch 14, flat-footed 17 (+5 Armor, +3 Dex, +1 Deflection, +1 Natural) hp 57 (7d8+14+5FCB) Fort +8 (+5 Magus, +2 Con, +1 Cloak) Ref +6 (+2 Magus, +3 Dex +1 Cloak) Will +6 (+5 Magus, +0 Wis +1 Cloak) Base Atk +5 CMB +10 (+5 BAB, +5 STR) CMD 24 (+5 BAB, +5 STR, +3 DEX, +1 Deflection) Trip CMB +14 (+5 BAB, +5 STR, +2 Maneuver Mastery, +2 Improved Trip) Trip CMD 26 (+5 BAB, +5 STR, +3 DEX, +1 Deflection, +2 Improved Trip) Concentration: +9 (+7 Magus, +2 Int) Melee
Prepared Spells:
Level 0 - 5 Arcane Mark Detect Magic Disrupt Undead Mage Hand Open/Close Level 1 - 5 Intensified Shocking Grasp Intensified Shocking Grasp Intensified Shocking Grasp Vanis Vanish Level 2 - 4 Blur Glitterdust Mirror Image Mirror Image Level 3 - 1 Versatile Weapon Skills:
Modifiers between brackets are on top of original modifier Total modifier = ranks + ability + class skill + check penalty Acrobatics +3 = 0 +3 Bluff -1 = 0 -1 Climb +9 = 1 +5 +3 Diplomacy -1 = 0 -1 Escape Artist +3 = 0 +3 Fly +3 = 0 +3 Handle Animal -1 = 0 -1 Intimidate +5 = 2 -1 +3 Knowledge (arcana) +6 = 1 +2 +3 Knowledge (dungeoneering) +7 = 1 +2 +3 +1 trait Knowledge (history) +3 = 1 +2 Knowledge (local) +3 = 1 +2 Knowledge (nature) +3 = 1 +2 Knowledge (planes) +6 = 1 +2 +3 Knowledge (religion) +3 = 1 +2 Perception +11 = 7 +0 +3 +1 trait Ride +3 = 0 +3 Sense Motive +0 = 0 +0 Spellcraft +12 = 7 +2 +3 Stealth +3 = 0 +3 Survival +0= 0 +0 Swim +5 = 0 +5 Use Magic Device +7 = 5 +3 -1 Special Abilities:
Alternative Racial Trait Dual Talent: Some humans are uniquely skilled at maximizing their natural gifts. These humans pick two ability scores and gain a +2 racial bonus in each of those scores. This racial trait replaces the +2 bonus to any one ability score, the bonus feat, and the skilled traits. Staff Magus Abilities
Feats
Traits
Boons Equipment:
Encumbrance: Light Weapons Cold Iron Dagger Quarterstaff, masterwork / +1 Sling Bullets: Cold Iron * 47 Javelin *3 Clothing & Armor
Bandolier with
Left Arm Wrist Sheath (springloaded)
Right Arm Wrist Sheath (springloaded)
Backpack with
Waterproof bag with
Spell Component Pouch Cash
Spellbook:
Level 0 Acid Splash Arcane Mark Dancing Lights Daze Detect Magic Disrupt Undead Flare Ghost Sound Light Mage Hand Open / Close Prestidigitation Ray of Frost Read Magic Spark Level 1
Level 2
Level 3
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