We are still looking for a few sessions to be filled for GM slots, and we have some open for players as well. Warhorn: https://warhorn.net/events/scarab This year we are running both of the latest specials: Solstice Scar (Part B) and Assault on Absalom! We are featuring 150 sessions of Starfinder and Pathfinder Society! And we will have the Lead Developer, Mr. John Compton in attendance at SCARAB 2018!
When: January 12-15, 2018
We have over 120 sessions of Pathfinder Society organized play scheduled this year at SCARAB! We are also running both Part B of Solstice Scar (8-99) and Assault on Absalom (9-00) Special PFS events! We also have over 30 sessions of Starfinder Society on the schedule! Check out our Facebook site or website for more information or message me if you have any questions. Thanks!
is there a time limit restriction to this module? one of the things that made Bonekeep really difficult was that they only had the 5 hours of the session to do it (IIRC) and so they couldn't camp basically after each room and were done as soon as they left the dungeon or took longer than an accumulated 5 hours in the session and in-game. I am not seeing anything in the sanctioned PFS sheet that would really prevent them from camping (especially after clearing a room and then using I don't know, a teleporter to go back one room and rest). and is this supposed to be a true module and go for longer than one session or is this supposed to fit in a standard 4-5 hour time slot?
We plan to have over 250 PFS tables this year, and we need your help! Convention details: http://www.s-c-a-r-a-b.com/ GM Tier details: http://www.s-c-a-r-a-b.com/Gaming.php (Run 7 sessions and we will cover your hotel room. You will be with other PFS GMs) Sign up for games: https://warhorn.net/events/scarab Venture officers! If you need "coordinator credit," I have been authorized to give those out, first come, first served to those that contact me. Contact me at venturecaptain@s-c-a-r-a-b.com or via the SCARAB Facebook page! Please post and share to your local PFS groups!
John, it was a true pleasure running Serpents Rise for you. I was a little nervous (sort of like giving a book report to the author of the book), but I appreciate the life you gave to your pregen and even dared to impersonate Janira Gavix with the help of your fellow Aspis Agents, with fun and hilarity to be had by all. I look forward to running for and playing under you again at SCARAB and elsewhere!
I didn't get to know you personally as some of the other VOs and only got to attend one GenCon during your tenure (will miss this year due to new baby son), but I have seen what has been done through your efforts with Pathfinder Society and I AM AMAZED. PFS has expanded to places and people all over the world thanks to your hard work. I wish you all the best as you take this new step in life!
As Del's VL, I have learned an infinite amount from him on GMing and helping to prepare for conventions and game store events. I have seen first hand the awesome reactions when Del shows up to a convention/event and I want to congratulate Del on this extremely well deserved recognition! Way to go! Of course my congrats go out to Bob and Todd as well! I have seen your advice all across the forums here and I want to say thanks!
What if there were "schools" of training for the Investigator class? What I am envisioning is a set of abilities I guess more or less set up like an Oracle's Mysteries or a Ranger's Combat Styles. Each of the schools would have its own specific set of skills that can be used for the Inspiration class feature. I was inspired (LOL) by an episode of CSI and all the jobs that the characters there do. For example, there could be a school like the lab/forensic technician that specializes in alchemy, receives options for mutagens (both mental and physical), discoveries, and gets the poison abilities and resistances with the possibly of bombs as an offensive balance. Another school could have more of a SWAT style feel to it and have abilities built around teamwork feats and doing specific tasks along with assistance from allies, ranged weapons from being hidden, and have a sneak attack progression. The last school could be built around tracking and have terrain mastery and the same tracking theme as a ranger. Heck, throw in an animal companion or a familiar-type creature option; that would be awesome. Perhaps a blending of alchemical uses of non-magic items like the Footprint Book or the Portrait Book as tools or as an alternate focus for an extract. Maybe some divination spells as spell-like abilities? No sneak or bombs option here. Just some thoughts on how to organize this class.... because it has so many possibilities. These kind of sound like archtypes though. My $.02
Since the new classes are hybrids of 2 other base classes, do the new hybrid classes count as both of (or either) those base classes when choosing feats that have prerequisites like "Fighter 4th level" for Weapon Specialization? For that matter, do they count as both of their base classes for anything else? So far the only clarification is that you cannot take any levels in the base classes that are in a hybrid class. (Like no rogue or alchemist levels if you have levels in Investigator.)
Todd Lower wrote:
The ones from Bonekeep are in the dumpster out back.....
Delbert Collins II wrote:
Thankee sai! I attribute a lot of my GMing style to your personal help over the years and through all the awesome GMs that I meet at SCARAB events as well! ....now, to go level my characters..... :)
One thing that I have done that really helps is to make sure players bring the appropriate (and required) materials to the games; especially at a convention or an organized event where you really have to stick to the 5 hour session time. If they are playing some obscure archtype or using an ability/feat/casting a spell that you have never heard of, ask to see the source for it. And get them to explain it. Same thing goes for summoning spells; if they dont have the stats ready, make them get the book. (I have actually heard of GMs being a little hardcore on this and especially in con-scenarios, have the summon spell automatically fail the casting if they could not produce their own resources for the summoned critter's stats.) They made the choice to get those spells and they need to have their own sources for stats. Players of PFS have been told that they need to have access to the rules and expansions for what they are playing. This is for them as well as the GM. And a huge ditto on making your own stat blocks for scenarios. It's so much nicer with a few "cheat-sheet/quick reference" pages in vinyl sleeves rather than several books on your lap.
Capricornus wrote:
My Kitsune is a Sorcerer 3 (Karmic Bloodline) and a Rogue 2 (Kitsune Trickster) he has the Realistic Likeness feat and like 7 or 8 Charm Person spells per day.. change into your enemy's ally in the middle of a fight and throw some Charm Person spells around ... lots of fun... I like the Naga Aspirant build. The reason that you don't see a lot of Druids in PFS I think is because the power curve is slow (they start getting good around 4-5th level sort of like alchemists IMO) and the Cleric is a better pound for pound divine caster... the few that I have seen get out to PFS games are melee builds.
kinevon wrote:
Thanks kinevon and thejeff. I can't memorize the whole dang book. I guess that's why we .. um, like have the book. :)
Jiggy wrote:
He was running Intro I, so I think he was trying to encourage some new players to look for the same kinds of "alternative solutions" that are coming out in this thread...
I had a player in a game next to mine last night that was playing a 1st level caster and was trying to locate an invisible creature in a confined space (1 large room).... The party knew what square it was in (or had a pretty good idea) and all of the other players readied ranged attacks. So she casts Create Water above the suspected squares and the ones adjacent to it and made Perception checks (the GM gave them a +2 ad-hoc circumstance bonus) and were able to shoot at the invisible creature with less of a miss chance. Any of you ever seen anyone do anything like that? What about other ways to combat Darkness and Invisibility at lower levels?
Delbert Collins II wrote: Congratulations Goob on the 3rd star! Danka. I surely will be putting them to good use this year at SCARAB and all of our other cons we visit... ooo and game days with the SCARAB Swarm all over the southeast.... oh and local events... and let's not forget those awesome home games... So.
= VERY HAPPY ME. (i wish i could put some huge smiley face ASCII art here, but alas, I am not very skilled there)
Delbert Collins II wrote:
Sweetness... I can't wait to see those folks again! I had a great time with Del and John at last year's SCARAB. And definitely excited to meet Chris of course... it isn't any fun if you don't meets new peoples, too!
Daniel Luckett wrote:
Actually, we used it as a reference in the Haunting of Hinojai for some of our characters to know about the Way of the Kirin.
CanisDirus wrote:
see, that's the thing... my player was trying to use his sword once for his regular attack (Primary Hand) and then AGAIN for his "off-hand" attack with the sword to deliver his touch spell. It does say in Spellstrike that you get the melee attack for "free" but that doesn't mean contradicting the wording for Spell Combat that says that you need to have a hand free.
CanisDirus wrote:
That's kind of what I was trying to get the player to tell me how he doing it. He only was wielding one weapon and nothing in the other hand (to be able to satisfy the requirements of Spell Combat) so how did he 'shift' weapons from one hand to the other? I am playing a Monk(Master of Many Styles Archtype) level 2/Magus (Kensai Archtype with "unarmed" as his chosen weapon) level 3. If the above is the case, I have been seriously underestimating his damage-dealing capabilties! With a monk (no off-hand when using unarmed) and having an empty hand available, this gets just viscious. Not to mention the Dragon Style, Stunning Fist, and Elemental Fist feats thrown in there, too.
Hopefully I can get a designer to see this and make an "official" comment. When using Spell Combat and Spellstrike as a full-round action, you can potentially deal: Weapon damage from main hand. PLUS Touch range spell damage + weapon damage (spell can be delivered through the "off-hand attack" I had a magus in my game last night using the Arcane Mark spell to try and get this to get 2 attacks with his weapon and spell damage (I know that spell doesn't do dmg, but it counts for the cheese of making the wording of Spell Combat and Spellstrike work for this situation). Is that right?
Almost actually. There is a local con called XCon in Myrtle beach that me and my fellow PFS GMs from SCARAB (s-c-a-r-a-b-.com) will be at. 3 days of board games, RPGs, and I think some video game tourneys, too. I know we have at least 12 PFS tables that can be run over the whole weekend, 1 session on Friday, 2 on Saturday, and 1 on Sunday. You could also see if there are any games running over at the Charleston Gaming store: The Green Dragon, which is not too far from the Airport by taxi. They have a calendar on their webpage but it's not really up to date that much... Are you in South Carolina often for travel or do you live here?
I am trying to remove some of the mystery surrounding the Summoner archtype class that it seems everyone loves to hate. I am not looking to clarify the stupidly long "translucent" conversation string here. My character concept is using a Corvidblooded Boon (playing a Tengu) and his backstory is basically that he plays the eidolon as a sort of possessing spirit of a primal energy that will reach full "power" as the character levels. He started as a monk (Flowing Monk archtype)and then he took a level in Magus (specializing in Unarmed Combat with the Kensai archtype), then took his level in Summoner to account for his being "awakened" by the primal spirit/energy. I have basically created a "With Eidolon" and "Without Eidolon" I have some questions about what stacks... Precisely. Saves? Skills? And more importantly, attacks and AC? Do you take the better of the two? With the monk abilities and the flurry, and sheesh... everything else. I want to make sure that I have everything prepped when I actually play him. (The 2nd and 3rd levels are from scenarios that I have run and applied to this character.)
All of my characters that are not casters get them pretty early just for the light source. I'd say its a definite purchase for any character by 3rd or 4th level for the convenience and for the "Pathfinder Badge" effect. Also, too many modules and scenarios have something in them like "if the PCs identify themselves as Pathfinders" then something happens.... I would think that identifying themselves would be openly displaying, wearing, or using a wayfinder at that time.
Dragnmoon wrote:
The Player's Pack and the option to just switch out feats and skill points makes it a faster "re-do" than I thought (especially with all of the rules that are removed from this version). Thanks everyone!
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