Bahor (Glorio Arkona)

Draven Torakhan's page

159 posts. Alias of Paul Barczik.

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So, I'm struggling with the new (to me, at least) format of the Guide, but that's not my big issue right now. I finished a Scenario, so I gained 2 Downtime Days (+1, because I chose Field-Commissioned Agent, I believe).

The chart on the Guide site says 'EARN INCOME (FOR 8 DAYS)'. Do I need to wait until I get a total of 8 Downtime days before I can roll on the chart?

Thanks to gnolls being a playable ancestry now, and other changes from older editions, I can more easily make my "savage" gnoll warrior who focuses on claws and teeth. I've run into a quandry, however:

Gnolls get a 1d6 Bite attack. The Crunch ancestry feat turns that 1d6 to a 1d8, and gains the Grapple quality. So far, so good.

Enter the Animal Instinct Barbarian. Looking at taking Wolf, as it's close enough to a hyena to make sense. When raging, a Wolf Instinct barbarian gains a 1d10 bite attack with the Trip quality.

Silliness about "grow a second set of jaws, etc" aside, it seems pretty simple on the outset - while raging, my jaws would do the 1d10. But would they still have the Grapple quality?

It gets a bit more convoluted as we go up in level, as well. The Specialization Ability states " Increase the damage die size for the unarmed attacks
granted by your chosen animal by one step". Normally, this would only apply while raging, as humans/elves/etc don't generally have a Bite. But a Gnoll does... would the Specialization ability bump my non-Raging bite damage up as well?

I'll also state that why I'm firmly in the camp of "ask your GM", this character build is for use in PFS, so a 'house call' doesn't really work in this situation.

Just a quick question I need clarification on. If a character can feasibly attack 4 times in a round, -can- they, or are they still limited to 3 attacks? If they can, does that fourth attack take a -15? I would presume so, considering +0, -5, -10.

To be more specific, I've built a ranger, with Twin Takedown. For 1 Action, I can make two Strikes, multiple attack penalty applied accordingly. So, if I start my turn next to an enemy, can I use Twin Takedown for 2 strikes, and then use each of my other Actions for an additional strike (4 total)?

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So, standard 'here's my two cents about 2e' post, ymmv, etc. I played through the playtest material, and dove-tailed into the finished version. I have the great pleasure [insert some sarcasm there] of playing with people who are somewhat stuck in the old ways, so I've heard a LOT of 'oh, I don't like this' without any substantiation other than it's different. Personally, I've kept an open mind, and where I might not agree with some things, I can at least understand where most of it comes from.

The three-action system is a thing of beauty. Even the naysayers in my group like this feature. It takes a bit for new players to get used to it, but overall it's just awesome on several levels. Ancestries honestly could have still been called races, and been done. It's a pointless change, but no big shakes there - I'm still in agreement with a lot of people that half-orcs and half-elves should be their own distinct ancestries, though. I do like the customization/focus that is inherent; not only in ancestries, but also in class.

Signature skills from the playtest were great; I firmly believe certain classes should be allowed to shine in the things they do over others. Signature skills helped that. Shame they got axed, it was disappointing to see them go. I liked the variable rage duration in the playtest as well [with the increasing-difficulty flat rolls]. Made sense and added a sense of excitement, but I understand it getting axed as it could be seen as a more complicated mechanic that doesn't need to be there.

To date, I've only played a barbarian, and while I liked the playtest rage rules, I'm good with the final rage duration as well. Aside from the Giant build being kind of suck due to how enlarge rules work now, I enjoy it. What I DON'T enjoy, is what they've done to druids.

I have yet to play one, but I've built one up to 5th level with the intent of switching in the game I'm in when it makes sense timing-and-storywise. Druids have great spells, this is true; they had great spells even in 1e. But if I'm going to play a spellcaster focus, I generally go for arcane - that's just my style. No, I play druids for that wonderful wild shape. And it's there that I've hit a major contention point.

Even with the Wild build choice; the one thing that wild-shaping druids do is extremely limited in terms of how often they can do it. Aside from regular spell-casting, they use Focus Points. Limited to 3 at the max, and not easy to get it up that high. My 5th level druid work-up has exactly ONE Focus Point. So, great, I can wild shape once before 'refocusing', which isn't always easy [more on that snag later]. Wizards have a good range of spells, fighters can swing their swords all day... but my character, whose entire concept is to turn into a bear and maul enemies..can only do it once. Feels bad, man. I will say, I do enjoy how wild shape works in 2e, with the scaling and all... but being so limited in how often I can use it, I don't know if I'll bother.

If anything, some classes need to have more feats like in the playtest, that give you more Focus Points. I know, -some- feats do that now, but we still have the 3 cap, and those feats now are a lot more scarce than the ones in the playtest.

...Okay, so main gripe over. For the most part, gameplay using the new rules has been fun and interesting, in general. There's been a lot of good changes. Just that there's some bad ones as well. Let's talk about Conditions. For a game that, in part, was meant to simplify rules, there's a BOATLOAD of conditions, and it's a bit overwhelming to keep track of them all. Resonance had a bumpy start in playtest, but they hammered it out, and it works well now. If I'm going to talk about magic though, I need to address the wand issue.

Wands are near pointless now, with how they work; and what irritates me the most about them is the reasoning why - as I understand it, one of the devs didn't like his players 'abusing' healing wands, etc. There's an easy fix there, limit access to such things. No, instead, he took this new system as a way to ruin it for everyone. Not cool, at all. I'm not as old-school as some, but I've been around, and I've never had this ''heal-spamming'' issue that supposedly needed to be addressed.

Again, I understand where a lot of the changes come from, and agree with the rationale. Some things -still- need polishing, however, and since the 'final' version is out, I fear they never will get the refinement they so dearly deserve.

The final issue I'll mention is one that pervades the entire core book and indeed, the way 2e functions. It's obvious that Paizo is trying to reach a wider audience, and new players/GMs. Understandable. But in doing so, they homogenized the experience, expecting that everyone should play in one specific way. Remember my refocusing note? Here's the rub. It feels like the developers feel sessions should all play out in a very specific way; some combat, some travel, some downtime. Anyone who's played in campaigns for any length of time should know it rarely plays out so cleanly as that. In the game I'm in; in the area I'm in, decent rest is never a given - which goes back to the point of not enough focus points/wild shape ability. If I can't 'refocus', I'm screwed after only a fight or two.

It's easy to list my complaints here, as it is for anyone... but I stress again that for the most part, I do enjoy this new version. It's the squeaky wheel that gets the oil, however, and the few glaring errors I've seen keep squeaking. I'll be sticking with PF2E, at least for the foreseeable future; but I am -REALLY- hoping we get some fixes somewhere not too far down the line.

Thank you for attending my TED talk.

I'm hoping to get an answer from a dev, or some clear-cut page in the rules for this, speculation is good, but I'm really wanting a clearly-defined answer.

Some spells, such as Magic Fang in this particular case, are listed as Willing Ally for Target. To the point, does that also include yourself, or must it be an ally (i.e.; another character)? I'm looking at giving the druid a try here, and going the Wild path. Wild Claws gives me, well, claws, and if Magic Fang can be cast on myself, that'd be kind of awesome.. but no one else in my group has natural/unarmed attacks right now; so it'd be a waste to prep that spell if I can't make use of it.


Apologies if this has been brought up before.

I've run a few sessions (Sadly, never had enough interest or cohesive schedules to do so long-term), and I made a tiefling PC in case I ever got to play. I allocated a few sheets from my GMing to said PC, as per the rules.

My question is; now that tieflings are not PFS-legal without a boon, could I still use mine, since I've allocated chronicle sheets to him? I know you can 'grandfather' if you've played with a character before options change, but I've never had a chance to actually -play- in a session with him yet.

So, I'm about to start running, and I have 7 players.

One is a semi-wallflower; she participates, but only marginally, mostly there just because her husband is there.

The other is flaky about interests, I wouldn't be at all surprised if he winds up dropping. He may surprise me, though.

But. To the point; how do I run this and keep them challenged? I let them use the 25-point point buy system (20 is eh, to me, and 15 is just irritating).

I figure, with the added number of players and experience divvied up evenly, even if they're not quite at the Recommended Level for areas, they should do just fine. My biggest concern is them just blowing through all the fights/encounters.


Okay, so it's been quite some time since I've ran. I'm trying to figure out information, notably trying to figure out what faction a player I have joined (he has his sheets, but his faction isn't listed there).

When I try to find My Pathfinder Society info, I keep getting redirected to the main page. So I don't even know how to find -my- old info now.

Please halp.

Let's talk more about Shifters! I know, I know...

Anyway. The Shifter's Claws bonuses apply when they wild shape to their major aspect. Cool.

But what if I have a way to shapechange beyond that; let's say I have a GM that let me spend a feat to effectively have Beast Shape I as a spell-like ability? Could I then apply my Shifter's Claws to that form?

EDIT: I know some people will figure it comes down to a GM's ruling, etc. I'm hoping beyond hope to get some hard RAW judgement here, though.

So, I've had this question for a couple of other things before, but I never thought to put it up here, and I'm looking at the Shifter now and it made me think of it again.

Shifter's Claws. Start at a d4, eventually go up. Improved Natural Attack. Raises a natural attack by a die of damage.

So. Shifter's Claws at 1st level, I now have d4 claws. If I take Imp. Nat. Attack at level 4 (or the closest time I can get it), do they become d6, and then go to d8 at level 7? Or would they just stay at d6 and I'd 'skip' that upgrade?

*Edited - Title clarification

So, I'm about to run HoH again with a new group, and I recall running it once before...

Of all the haunts in Harrowstone itself, the silliest one is the first, in the antechamber. Once a person steps into the small 'room' with doors on all four sides, they all slam and "lock" shut. It's good for a jumpscare scene the first time... but it resets so quickly, and if a party goes in and out of Harrowstone repeatedly, I felt it got old quickly.

Plus, aside from a blatant "see, this place -is- haunted", it's a pointless haunt/trap. You don't take damage inside the chamber, and as it slams shut so quickly, and there's not many living creatures to chase you inside of Harrowstone, it's not like you'll be trapped away from your team and having to fight an enemy by yourself.

I just don't really see the point of that one. Feedback?

Okay, gang. help me out. I'm sure I've seen this addressed, either in the forums or in one of the actual AP books... but Asmodeus take me if I can find it at the moment.

I'm looking at running Curse soon, and one of my players is enamored with the Hellknights. I'm sure I can -make- it work, but I'm curious if there's a specific Hellknight Order that I should suggest to my player.

I didn't see this mentioned in the FAQ, though I admit it's possible I missed it.

Again back to natural weapons and unarmed attacks... let's say I have claws that do d4 from my race. I am a monk, and I pick up Feral Combat Training.

Feral Combat Training allows one to use natural attacks to qualify for unarmed feats, as well as allows them to be used in Flurry of Blows. The question here is; do they get the increased damage that monks' unarmed strikes get as they gain levels?

I'd like James Jacobs or another actual developer to chime in here, if only because I've seen this question in a few threads, and I've heard various answers. I -try- to run as close to RAW as I can, so an "official" answer would be most appreciated. Thank you.

Apologies ahead of time if this is in the wrong area... I'm aware of the general background, of Amenopheus losing his status in Osirion due to an artifact that wound up harming the Pharoah.. it's mentioned that it's an artifact that the Society picked up... but is this covered in any of the actual Society Scenarios? If so, which ones?

As much as I run, I should know this... but in a given encounter/area; when it comes to giving out XP, do I use the encounter's listed CR, or do I tally up the XP for each individual creature?

For example, one of the goblin fights in RotRL. The encounter is listed as a CR 2, which equates to 600 XP. Combining the XP listed for the creatures, the overall total comes to 605 XP. A small difference in that scenario, granted; but the question still comes about, which XP total should I be giving my players?

First off; sorry if this is in the wrong spot. Considering the background and deific influence, I figured it'd be better to post it here than in the general PF area.

I'm in the middle of a small game run by a friend. My character is a (mostly) blind oracle of the occult and mesmerist (using playtest rules), 2 levels of each. Despite not being an oracle associated with Calistria (There's NONE! Can we get this tended to at some point??) he is most definitely a follower, who enjoys his pleasures and offering pleasure to others in town.

Herein lies the problem; it's a small group. As in, three people. We got a fourth, but one of the original three will be leaving in a couple of weeks. That person is our rogue. We've got my enchantment/mindraping Calistrian catfolk, an alchemist who uses an earthbreaker and is our tank, and a new bard who, honestly, doesn't do too many bard things as of yet (he generally muddles in melee combat and occasionally pops Inspire Courage). My character as-is is awesome... but I'm concerned with our group going back to three and having only one real solid melee person (the alchemist).

I've discussed it with the GM, and he's given me permission to potentially retcon or change some things.. Ideally, I'd like to keep the enchantment spells, but bolster that with some rogueish abilities or otherwise shore up some decent fighting abilities... -while- keeping the roleplay feel of a hedonistic vengeance-granting follower of Calistria. Level cap at the moment is 5th. Any suggestions, please?


Or; I'm A Derp.

I've been doing PFS on and off for a bit, but this bit of trivia is escaping me. I was recently reading the Season 6 guide, and in the area about GM rewards it mentions GMs gain access to xp, money, and boons from the scenarios they run.

But uh... what about items? Obviously, one would still need the corresponding chronicle sheet, but can I use the money my character (that the GM creds are applied to) has to buy some of the items on the sheets?

Thanks for the help, in advance.

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Okay, so. The game I'm playing in bear with me and please read over everything. Thanks!

I'm in a Pathfinder game (of sorts, the GM likes to use old 1st/2nd/3rd ed charts and stuff, but I digress). My character is a Beastbrood (rakshasa-blooded tiefling), who has wound up being somewhat of a diplomat/'face' in the party; especially considering we're currently in Hell and my heritage gives me an edge in negotiating with other fiends.

My GM has been kind enough to allow me to 'retcon' my class a bit. I'm currently a 7th level Inquisitor with the Preacher archetype. The reason for this is the ability to shout out a warning and make the GM reroll an attack on an ally; aside from being the 'face', I've grown into the role of tactician/strategist. The problem is this; I'm not really pushing the deity/holy aspect all that much (and as a roleplayer, this irritates me, considering inquisitors are tied in to faith heavily). It's not that I could start doing it; it's a matter that it's not how the character fleshed out through play. I know the cavalier and Tactician-archetype Fighter get the teamwork feats and ability to share them, but my character isn't quite -that- melee-focused, and to me, at least, a Tactician is more than just "use this teamwork feat".

Thanks to some deals with demons, I have a rather nice Charisma score. I've been looking at sorc and bard, but I wanted the community's advice.

What class/archetype can I go with to get the best 'bang' for my buck?

*Must be sources only from core hardback books (I.e.; no Companions, etc... Blood of Fiends was a special exception), and as of right now, Occult Adventures and Advanced Class Guide are not allowed.

*I already have the race, that's not going to change. Again, it's a rakshasa-blooded tiefling.

*I'm more interested in class/spell/etc info than magic items to use; as any given item is iffy as to whether I can obtain it.

*A note about my GM's play style... I can (and rather enjoy) enchantments (Hooray Murderous Command!) but where there are plenty of roleplay opps, spells like Charm Person and Detect Thoughts don't generally go over well with him.

....Whew. I think that's it. Sorry for the mega text, and I'm hopeful to see what you guys can come up with!

I've seen mention before of 'replacements', but honestly, I'm not sure which thread or link or anything it is...

I must say, right now I'm of a mixed mind for these miniatures. The sculpts are awesome, generally good paint jobs (and I understand it's -hard- to paint tiny details like eyes on a humanoid mini)...

Out of three packs I've gotten, I have received broken miniatures in two. Specifically; a Reefclaw was missing an arm (it didn't look broken as much as simply...missing.. I could see the little hole the arm piece was obviously supposed to be slotted into). In my last box, I got an Air Elemental that was broken off from its base; and Caedimus (named derro) was broken off at the ankles in what looked like a clean cut through both.

My poor reefclaw is stuck with no arm (it wasn't loose in the box, it just wasn't there), and I -can- use some gorilla glue and fix up the other two... I'm mostly disappointed. Again, the sculpts, colors, and everything else are great... but there's part of me that feels if I'm going to have to glue and attach everything, what's the point of getting the pre-painted, pre-assembled minis in the first place.

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I have a question regarding the Feral Hunter archetype.

As they don't have an animal companion, they have an ability that lets them apply their animal focus to themselves (as normal Hunters can do when their companion dies).

I'm curious, is this ability in addition to the Animal Focus that Hunters can apply to themselves? Or do Feral Hunters only get the one, with the benefit that it's always active?

1 person marked this as FAQ candidate.

I apologize if this is a) in the wrong area, or b)already been answered.

I'm looking at building a feral hunter archetype for an upcoming game. The feral hunter gets Feral Focus instead of Animal Focus; allowing him to add the animal focus ability to himself, as he doesn't get an animal companion.

My question is, does a feral hunter then get the limited focus on himself AND the animal focus that would normally be applied to his companion; or just the one that would be applied to the companion?

Thanks for your time.

I'm gearing up to run Curse, as it seems to get relatively high marks on average from the threads that 'rate' the APs.

I know already a lot of it is urban/set in Korvosa itself; a player is wondering if a mounted class (probably cavalier from the sounds of it) would be a good choice. I know personally, that while yes, a cavalier has other things besides mount, when you have a mount spec and little chance to use it, it kinda sucks.

Any feedback on this?

Not to beat the skeletal remnants of a horse... but I'm looking at this, and the FAQ is just a bit too vague. Can I get some clarification?

From the FAQ:
Feral Combat Training and Unarmed Strike Damage: Does this allow me to use my monk unarmed damage with the selected natural attack?

Yes. The feat says you can apply "effects that augment an unarmed strike," and the monk's increased unarmed damage counts as such.
posted Oct 29, 2013 | back to top

So. Let's say I have a PC race that has a d6 claw attack. And I'm a monk. I take Improved Natural Attack when able. So I'm currently sitting at a d8 claw attack.

I take Feral Combat Training, and get to 8th level. A monk's unarmed damage goes up to a d10 at this point, and from what I can tell, my claws would also go up to a d10, as the FAQ states above. Bear with me, I'm getting to the meat here. x.x

Now let's say I have my d8 claws when my monk unarmed damage is a d6. I'm willing to concede at that point, if I flurry or something, I use the d6s. No big. BUT. Once the monk's d6 goes to a d8, would that also affect my claws, and push them to a d10?

In a nutshell, how does this work? If I have a 18 init and my mount has a 14, how does it play out?


After running PFS for a bit, I'll have a chance to play at the con I'm going to next weekend. I have a few questions about it before I go, though.

I've run through 4 scenarios granting myself the GM credit (didn't really understand or get to it in the ones I ran before that). I haven't done my own chronicle sheets yet; once again, I didn't think of it at the time, is all.

Upon thinking, I feel my character would be more suited to serving Taldor than Cheliax. I haven't actually -played- my character yet; do I still need to spend the PP to switch factions?

Also, I'll likely be playing The Stolen Heir, which I've already run. So, beyond the obvious (no metagaming or spoiling the story) how do I handle this? When I ran, no one in the party qualified for the Taldor boon, do I still have access to it when I fill out my sheet; do I need to try for it when I play, et cetera..

Thanks in advance.


I've seen the thread with the wiki-link of scenarios based on location, tier, etc; and I know I've seen this question answered before (might have been one of my posts)... but quite simply, my brain derped.

Can someone give me the names of the modules linked in with Zarta (such as The Disappeared)?

Also, if someone has all of the Blakros missions listed, it would also help.



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I've so far noticed a semi-disturbing trend for the low-tier Season 5 scenarios. Both so far have been heavily diplomacy based.

Now, there's nothing wrong with that, per se; and I fully understand, we can't just toss 2nd level characters into the Worldwound. But diplomatic-type missions aren't everyone's cup of tea (I don't personally mind, myself), but it does feel a bit of a slap in the face to some... Season 5, Year Of The Demon, et cetera.. and you get to be the messenger-boys.

I am hoping to see at least one or two Scenarios come out this Season that have a bit more.. meat.. on them.


Working up my character for my first time able to -play- in PFS (I usually GM); I was rather disappointed to see there was no real faction that appeals to my senses for a druid/nature-oriented ranger.

Might we see another faction in the future to fix this? Or perhaps at least suggestions?


Quick question: How is the expenditure of petty cash handled?

For example, I just finished running Rise Of The Goblin Guild. One of the PCs bought a hunk of meat from the butcher for Ekkie (which I had to come up with a cost for on the spot, btw). Is that subtracted from their total gp, and if so, how is that marked on their chronicle sheet?

Likewise, I've seen some scenarios where one way to handle a situation is offering a bribe. Now, presuming you don't have a coffer specifically for such, provided by your Venture Captain or the like, and pay the bribe yourself; how is this handled?

While I'm here posting...

I make a catfolk barbarian, take Cat's Claws as an alternate racial trait. If I take the Beast Totem (I think it's Lesser...) that grants d4 claws when raging, how would you work that? Seems kinda pointless to get decreased damage while raging...

So. Charm Person. There's been a lot of debate among my group about how it works; namely 'in combat'. Can I get some official clarification about this?

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This has come up in a few threads, and I've been discussing with my GM. The main question here is, how often can I get my sneak attack bonus dice in a round, if I'm concealed with something like Greater Invisibility?

Does the sneak attack damage still apply to just the first hit, or to all successful hits in that round? Please provide book pages or verbatim on this, to avoid confusion.


I'm looking to make a rogue for an upcoming game, that has a lot of enemies on a battlemap at any given time.. I want to stay away from pure ranged, if I were to do that I'd just make an archer.

So. Here it is.
-No race specifics. My GM uses a list of homebrewed races, and it's not worth reposting the entire thing here.

-Level 15.

-Basic gear, no magical items. How this is set up, I have no idea what I'll get access to, etc.

-90 point stat array, one-for-one, starting at 0. Thus, a 15 Con, for instance, will cost 15 points.

Take these factors, and show me what you can come up with for a feasible rogue-type. I would prefer a melee hit-and-run, sneak-attack and vanish sort of thing, but I'm open to any ideas.

This may have been covered before; I'm not sure...

In the first part, Souls for Smuggler's Shiv, it mentions that all the fellow castaways are unwilling to help with camp duties if Unfriendly. Considering they're all stuck shipwrecked on an island together; doesn't that strike anyone as kinda, well, stupid? "I don't like any of you, so I'm going to linger around here but I'll starve before I help hunt, and wild monsters can come attack, because I'm not helping to stand guard..."

This was mentioned by a couple of players last time I ran SS, and as far as I can tell, they're not wrong... gearing up to run it again with a new group, do any other GMs have feedback on this?

I know there's been several threads on this, but I've not seen any that specifically answers this; if there is, please feel free to link it.

I'm working on my own homebrew world, with a focus on Egyptian pantheon for deities. That being said, the choice of domains/inquisitions/oracle mysteries has grown rather large. Has anyone else statted out these gods with the aforementioned granted abilities yet?

I can easily do it myself; it'll just take a decent amount of time, and I wanted to see if I could save some time if someone else has already taken up this task.


While I'm here posting... Just a bit of a venting. Androids? Robots? RUINS OF SPACESHIPS? Gah. I'm really feeling that Paizo's spreading themselves too far to please everyone. Gunslingers, alchemists, clockworks. Okay, fine. Throw in a healthy amount of Cthulhu mythos. Alright, though iffy on the whole Elder God warping Zon-Kuthon. But now we're throwing sci-fi into fantasy?

It's my opinion (and that's the key word, so don't get your synthfiber panties in wads), but some genres just do -not- merge well. And honestly, if I want to play sci-fi, I'll play Shadowrun. I play Pathfinder for fantasy. YES, I know; I can just avoid running/playing in that area of Golarion, or change things as I see fit as a GM. That's not the point.

The point is, beyond my personal preferences, I'm seeing a lot of random stuff being added into Golarion; and I'm sorry, it comes across as pandering to get more audiences. What's next, Doctor Who as a Venture-Captain?

Considering making a desert druid.. and I was curious, as to what sorts of animals one might find in Osirion. Beyond the obvious, like scarabs. I'm partial to felines, so any variant tigers/lions would be nice to hear about...


I attempted to get PFS started up several months ago; got through the First Steps trilogy, but it fell through thereafter.

Finally have a new solid group to run with; and one of the people is one from the previous group. He has since lost his old character. Since he never 'officially' leveled up to 2nd level before it fell apart; I am of the understanding he can 'retcon', and make a brand new character, as long as he keeps the same PF Character number.

Do I need to fill out any special form or make a note to represent him switching characters? And if so, what happens if neither him or myself have his old character sheet or chronicle sheets?


I saw a thread similar to this, but I can't find it now. :(

I'm getting ready to kick off my PFS scenarios, and one of my players was considering a wizard. I'll be running mostly Season 3 scenarios, because, well; that's what I have.

There seems to be concern about the lack of spellbooks available, which of course means a wizard is going to be stunted leveling up with limited spells in their book. Am I wrong about this?


Soon enough, I'll be a recognized pain in the donkey with all my questions. Then, the world!

Anyway. Two points here. Is it just me, or are some scenarios not meant for some alignments? For example, one of the season 4 scenarios calls for the players to play as Aspis Consortium members to sabotage their relations with a third group. I've got players who love playing LG Paladins; who very well may balk at all the skullduggery. It's one thing where you need to sneak around for a Faction-specific sidequest, but another when you -have- to for the main scenario quest.

Secondly. Evil characters. Okay, so I understand that a lot of players take evil to mean "I can kill anyone and do whatever I want". Which, y'know, is fine for CE. Not so much for LE. Plus, there's the specific mention of a player acting "heinously evil" (not the exact words, but close enough) which is grounds for removal from the table. Still with me? I'm going somewhere with this.

Cheliax. Mostly devil-binders, mostly LE. (Note the keyword mostly, thanks.) You can work for the Cheliax faction. You can be from Cheliax. So, why can't you be LE? Playing correctly, you'll still cooperate (basic Pathfinder tenants, after all), plus getting orders direct from your superior. Lawful. And once again, if someone makes a LE character and acts like a royal jerk, well. Kick from the table. But that shouldn't penalize players who can play those of dubious alignments well. At the least, remove Cheliax as a Faction, because with that there, it kinda feels like a slap in the face.


Okay, so I know there's generally one 'area' in a given Adventure Path set up for PFS reporting; but it mentions that otherwise, you can run through an AP with PFS characters. How exactly does this balance out? Namely, money, gear, and experience.. I found the explanation in the Guide a bit vague and confusing.

1 person marked this as FAQ candidate.

I'm looking at making a massive-strength damage dealer, and was considering the ragechemist alchemist. At 2nd level, they get +6 to Strength when using appropriate mutagens.

What I'm wondering is does that stack with the bonuses from greater/grand mutagen?

To phrase it differently; I'm at 15th level, with a 20 Strength base. What is the highest Strength bonus I can achieve, and how?

Hey, guys!

New-to-PbP GM here, looking for a group of solid RPers who will have some patience with me while I get used to running through this site and medium.

Posting on my part will be admittedly slow, twice a month on average. More if I can, but my internet access is somewhat limited at the moment.

All Paizo books are allowed; no third-party at this time. Races from the ARG must be approved by the GM before play.

No NE or CE alignment; must be 'Heroic'. This means you can play LE, but when the peasant village is in danger of being destroyed, you should still have reason to step up and save the village (even if it's a simple reason such as wanting to rule over them).

Epic Hero point-buy as per the Core Rulebook (25 points), 2 traits. Max starting gold as per your class.

*Special Note: Alchemists, gunslingers, and summoners. Get in touch with me if you want to play one of these; they're allowed, you'll just need some extra background work with me.

This -shouldn't- be a spoiler to anyone this far into the game. Upon picking up and looking through the Anniversary Edition, I was thrilled to see the added content, fleshing-out, etc.

Except for this. We know from the original that old man Lonjiku was a jerk. Killed his wife, ostracized his son, et cetera and so forth. The players/characters didn't need to know that, per se, and the shock and horror of finding him in the Glassworks did well.

With the tavern incident in the Anniversary Edition, though; I'm not really sure -why-. Any good aligned character (and even some neutral) worth their salt is still going to be horrified at Lonjiku's fate; but I kind of feel that the incident in the tavern beforehand lends just a touch of apathy to the discovery. Kind of along the lines of "he probably had it coming."

Was this the intent of adding the confrontation between Lonjiku and Ameiko, or am I missing something?

I love Sandpoint as a campaign start and setting; it's very nicely fleshed out from the get-go. My big issue at the moment is this:

The few books I have contain information on Sandpoint (such as the first installment of the old Rise of the Runelords set), but also other information that I really don't want my PCs to know about, in case I wind up running material from there. Is there any supplement that gives PCs a good understanding of Sandpoint without giving away GM-only information?

I do not have the Varisia Companion book yet, so I'm not sure if Sandpoint is covered in it.

I'm looking at building a catfolk monk. At the moment, I'm looking at taking a couple of feats and alterate racial traits that will give him claw attacks at 1d6.

I'm wondering, considering they're natural attacks; where the line between something like claws (or any other natural weapon, for that matter) and the monk's unarmed abilities is. Can I increase my claws' damage as I go up in level like a basic monk's unarmed strike?


I know this scenario's been out a bit, so I'm probably dredging up old news. But did anyone else have issues with the final encounter; the ambush?

I've run this scenario twice now, and both times, the positioning is just horrid for the baddies. Narrow alleyway, with no maneuver room for either 'party', and if the baddies go first in initiative, it really kinda cripples them. The barbarian charges in, can't get to the "biggest and strongest" PC if the PCs are all bottlenecked. Same thing with the rogue and the leader. Kind of hard for them to flank and the like, as per their Tactics listing, with the layout.

I know the guides say improvising is a good part of GMing Society.. I'm thinking if I run it again; I'll have them wait until the party's in the middle of the alley, and surround them, two on either side.


I'm back! Running the First Steps trilogy with a new group at my shop. Upon filling out the report, I see there's a slot for a GM character, referencing GM Rewards. So. What's up with that, how does it work, et cetera?

I know if a table is short a player, the GM can use a pregen to round it out, but what's that got to do with the rest of it?

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