Have:
Gen Con 2018 Boon #7: Inside Manufacturer (Social Boon) – This looks like a fun one. You “know a guy” who’s a weapons manufacturer. After an adventure, earn checks by letter him inspect weapons found you found. Give him one of your weapons at the beginning of an adventure for him to apply a “trademark manufacturer modification” (per Starfinder Armory) at a discount. It also boosts that weapon’s damage based on the number of checks.
Gen Con 2018 Boon #9: Free Agent (Faction Boon) – Bank reputation after a scenario instead of assigning it to a faction. After ten times, you can apply the stored reputation to any one faction.
Legacy Race Boon
Want:
Xenowarden Affiliation

Hey jtaylor73003,
First of all, sorry your character died. Like you, my very first PC died at the end of my very first PFS scenario, The Confirmation. I spent weeks trying to find a local venue that ran PFS and, once I did, I spend hours agonizing over the character details and backstory of my first PC, a fencing bard.
It was actually a combination of my lack of experience with tactics (I ran through a threatened area) plus the foe's critical confirmation with almost maximum damage. Even the GM and other players seemed shocked. However both the GM and folk I met playing were so much fun that I kept going back.
At least in my PFS experience, death is rare, but it happens. I'm actually surprised it doesn't happen more. And as much as it sucks, it sucks so much less with a brand new character than one you've had for months.
I tried used it as a learning experience to help me mold future characters. Now, over a year later, I also GM PFS as well as still play with that first GM who killed me because he's a great guy and I made some great friends.
So I guess my suggestion is, if you like the group you're with, to keep going back and learning. Personally, I sure wish I had the Strategy Guide last year it probably would have helped me.
For the most part, the Paizo forums can be a great support group and share really useful advice. Whatever you choose, good luck!
* Dead bard jokes are welcome. One of my current PCs is level 8 and going strong :)
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I love the new format! It's going to make GMing so much easier for me. Thanks to the entire development team for making this happen!
Sorry if I missed this in the Guide to Organized Play but if PCs are going to play through the entire module with non-PFS legal characters (but they are going to apply the credit to their PFS characters), would they or would they not get day job rolls?
John Compton wrote: GM NMP wrote: I'll be starting to run this Saturday night with my home game group and was wondering if there's a rough estimate on when this will be reportable for PFS? Take a look toward the bottom of the product description on this page. You should see a link to the Chronicle sheet download. Thanks for the quick response, guys! I'm sorry I was probably unclear. I meant any estimate on when will it be reportable as a session on-line? I thought I saw some of the unreleased Season 6 scenarios listed but didn't see this module.
Thanks again and happy new year everyone!
I'll be starting to run this Saturday night with my home game group and was wondering if there's a rough estimate on when this will be reportable for PFS?
strangepork wrote: Lots of great stuff... Thanks for taking the time to pull this together. I'm starting to run this with my awesome home group Saturday and these notes are extremely helpful!
My Dirge Bard uses a small spin-drum (like the one in the final fight of Karate Kid Part 2) as his percussion instrument. It's the only one-handed persussion instrument I could think of (in case he needs the other hand free) but it seems thematically appropriate to me for some reason.
Plus GM's seem to think it's hilarious when I rub my thumb and first two fingers back and forth going "thub, thub, thub" when I use it as my percussion instrument to demoralize enemies with Haunting Refrain...
Paz wrote: Gone forever, I believe. OK, thanks.
Hi there,
I searched the forums and couldn't readily find and answer so I'm posting it here...
Back when I first started Pathfinder Society, I accidentally deleted my first character (my XXXXX-1) right after charcter creation. If I recall correctly, I probably wanted to change my character background/etc. and thought I was clearing it to start from scratch. I clicked "delete" and *poof* it was gone. I didn't have any PFS credit at that point so it's really not a big deal at all except my first character starts at XXXXX-2 which is kind of goofy.
Anyway, just wondering if anyone knows a way I can restore my -1, if I should contact technical support, or if there's no way to restore it.
Thanks in advance!
Luthril wrote: I would like to second the idea of strengthening the Spiritualists bond to speaking with spirits or otherwise lending more uniqueness to the class....
Agreed 100 percent. I am hoping the final version gives the spiritualist special abilities to handle/manage undead. I thought the dirge bard really did a great job on this flavor including (among other abilities) their ability to use mind-affecting spells on undead.
I'm considering a spiritualist called (for now) the Professor. While exploring the fringe of the Worldwound during his travels, he bonded with the spirit of a certain half-elf knight seeking to make amends for his failings during the Fifth Crusade. The phantom is known only as "the Unknown Crusader."

To the original question, I originally was concerned about what I perceived to be book after book of new rules. Not as a player -- as a player I thought the new options were fantastic. The Advanced Players Guide and introduction of archetypes blew my mind. To me, more options as a PC was better.
But as a new GM, I was terrified. Overwhelmed by all of the new options, concerned about looking like I didn’t know what I was doing in front of my players when I GM Society. In fact, I still have problems remembering factoids from the core rulebook (wizards’ school abilities come to mind). Kind of an odd dichotomy, I guess. So from that perspective, I was concerned.
What’s turned out is that at every PFS table I’ve GM’d to date (which admittedly isn’t a lot), the players are more than happy to answer when I say “Sorry but can you explain to me your PCs ability/power/quirk works?” That has been great for me and I've learned a lot. So far, I’ve just needed to know the basics (maybe the bare basics) of what each character class does to manage my tables. I'm pleasantly surprised that it hasn’t been as overwhelming as I thought it would be.
Personally, I love playing and GMing the 3-7 range. 1-2 just feels too "random." A bad roll of the dice and a PC can bite the dust. Plus a lot of classes cooler abilities don't really blossom until around level 5 or so (I'm just thinking of my bard's inspire courage +2 and inquisitor's bane).
At levels 8 and above, it's still great fun but things tend to take longer. Also, scenarios get a bit more complicated for me. Fortunately, most of my players are 1-7 but when they start to level up I'll bite the bullet and run higher level scenarios for them.
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I received my order amazingly fast and it was packaged great. Thanks, Paizo!
I'm looking forward to the changes, especially shorter scenarios that are easier to prep. Thanks for keeping us the loop!
Hi everyone,
I apologize in advance if I've missed the obvious but I've gone through the forums and the scenario introduction itself and am still really confused about how to record Silverhex...
Specifically, I'm the PFS coordinator and a friend GM'd Silverhex over two Fridays, one day he ran 2 quests the first day and the second 4 quests yesterday. We all had fun trying out the pre-gens and the scenarios were fun so that's all great. But I've tried to report teh quests and am still really confused. There are a few basic questions I can't wrap my head around and I'd like to request some guidance from the PFS community at large....
(1) Do I have to report them six different sessions, one for each quest?
(2) If this answer is "yes" to the above, how do I allocate the prestige points?
(3) Does a GM running six sessions earn 6 GM "credits" towards their star?
Any help would be greatly appreciated. Thanks!
Mark Garringer wrote: ** spoiler omitted ** OK, thanks!
I just purchased this scenario to run Friday night. It looks awesome but I had one question about final gp that I can't seem to wrap my head around...
Any help would really be appreciated -- thanks!
GM Bold Strider wrote: Master of Many Styles 3 / Paladin 2 / Lore Oracle 1 / Champion of Irori 6
Str > Cha > Con > Dex > Wis > Int
Dragon Style feats
Pummelling Style feats
Elemental Fist
Power Attack
Dragonslayer Shield
Brawling Mithril Breastplate
Ghost Touch/Limning AoMF
Deliquescent Gloves
Belt of Physical Might
Headband of Alluring Charisma
Cloak of Resistance
Greatest character I have ever played.
Wow, this concept sounds like something I've been struggling for weeks to build: a well-rounded hand-to-hand guy with some magical abilities and skills. I've looked at Sacred Fist, Brawler and Master of Many Styles but can't seem to come up with a concept as interesting as yours.
Would you mind providing a level breakdown of your build and what he was like to play? Did you use a specific Paladin archtype? I heard that Iroran Palidan doesn't work for Champion of Irori as it gives up Smite Evil.
Thanks!
Oops -- make that narenmprasad at gmail dot com or send me a private message. Cheers!
Hey Enchantedsord,
I actually live in Lombard, IL too and am looking to get more active with PFS!
I've started playing this year but have been challenged finding a time that worked around my family's schedule. I've actually been considering setting up as GM on Sunday afternoons around 1PM and am working on a location.
If you think you might be interested or want to brainstorm ideas, please email me at naremprasad at gmail dot com.
Cheers!
NMP
Full Name |
Dilana Hemlock |
Race |
|
Classes/Levels |
CLW Wand 40/50 | 2/2 CLW Potion | Ray of Enfeeblement 33/34 (CL1 - DC15) | Ray of exhaustion 16/18 (CL5 - DC16) |
Gender |
Status: Mage Armor 15 Hours | Witch 15 | HP 89/89 | AC 18 | T 14 | F 15 | Per +2 | Init +9 | Fort +9 Ref +13 Will +13 | CMB +7 | CMD 21 | +6 Inferno Pistol 1d6 20x2 | Sickle +7 1d6 x2 |
Size |
M |
Alignment |
CG |
Deity |
Desna |
Location |
Torch |
Languages |
Common, Dwarven, Eleven, Goblin, Kasatha |
Homepage URL |
CHARACTER SHEET |
Strength |
10 |
Dexterity |
16 |
Constitution |
13 |
Intelligence |
21 |
Wisdom |
12 |
Charisma |
10 |
About Dilana Hemlock
Witch Spell-Like Abilities (CL 15th; concentration +22)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 15th; concentration +22)
. . 8th—stormbolts[APG] (DC 25)
. . 7th—insanity (DC 24), power word blind (2)
. . 6th—cone of cold (2, DC 23), greater dispel magic, greater heroism
. . 5th—baleful polymorph (2, DC 22), suffocation[APG] (DC 22), teleport (2)
. . 4th—black tentacles, dimension door (2), phantasmal killer (2, DC 21)
. . 3rd—air geyser[ACG] (DC 20), lightning bolt (4, DC 20), remove disease
. . 2nd—cure moderate wounds (2/2), glitterdust (DC 19) (2/2) , see invisibility, vomit swarm[APG]
. . 1st—burning hands (2, DC 18), ear-piercing scream[UM] (2, DC 18), mage armor, sleep (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, guidance, light
. . Patron Vengeance
__________________________
Dilana Hemlock
Female human witch 15 (Pathfinder RPG Advanced Player's Guide 65)
CG Medium humanoid (human)
Init +5; Senses darkvision 60 ft.; Perception +2
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Defense
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AC 18, touch 14, flat-footed 15 (+4 armor, +1 deflection, +3 Dex)
hp 89 (15d6+30)
Fort +9, Ref +11, Will +13
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Offense
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Speed 30 ft. (20 ft. in armor)
Melee sickle +7/+2 (1d6) or
. . staff of the Dark Tapestry +8/+3 (1d8+1)
Ranged inferno pistol +6/+1 (1d6 fire) or
. . light crossbow +10/+5 (1d8/19-20)
Special Attacks hexes (agony[APG], cackle[APG], evil eye[APG], flight[APG], fortune[APG], healing[APG], ice tomb[UM], major healing[APG], misfortune[APG], slumber[APG])
Witch Spell-Like Abilities (CL 15th; concentration +22)
. . At will—feather fall (self only), fly (self only)
. . 1/day—levitate (self only)
Witch Spells Prepared (CL 15th; concentration +22)
. . 8th—stormbolts[APG] (DC 25)
. . 7th—insanity (DC 24), power word blind (2)
. . 6th—cone of cold (2, DC 23), greater dispel magic, greater heroism
. . 5th—baleful polymorph (2, DC 22), suffocation[APG] (DC 22), teleport (2)
. . 4th—black tentacles, dimension door (2), phantasmal killer (2, DC 21)
. . 3rd—air geyser[ACG] (DC 20), lightning bolt (4, DC 20), remove disease
. . 2nd—cure moderate wounds (3), glitterdust (DC 19), see invisibility, vomit swarm[APG]
. . 1st—burning hands (2, DC 18), ear-piercing scream[UM] (2, DC 18), mage armor, sleep (DC 18)
. . 0 (at will)—daze (DC 17), detect magic, guidance, light
. . Patron Vengeance
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Statistics
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Str 10, Dex 16, Con 13, Int 25, Wis 12, Cha 10
Base Atk +7; CMB +7; CMD 21
Feats Accursed Hex[UM], Craft Wondrous Item, Ectoplasmic Spell[APG], Elemental Spell[APG], Extra Hex[APG], Extra Hex[APG], Rapid Reload, Spell Penetration, Split Hex[UM]
Traits reactionary, stargazer
Skills Acrobatics +0 (-4 to jump), Craft (shoes) +11, Escape Artist +1, Fly +9, Heal +8, Intimidate +4, Knowledge (arcana) +25 (+27 to identify alien monsters' abilities and weaknesses), Knowledge (dungeoneering) +22 (+24 to identify alien monsters' abilities and weaknesses), Knowledge (geography) +15 (+17 to identify alien monsters' abilities and weaknesses), Knowledge (history) +24 (+26 to identify alien monsters' abilities and weaknesses), Knowledge (local) +22 (+24 to identify alien monsters' abilities and weaknesses), Knowledge (nature) +23 (+25 to identify alien monsters' abilities and weaknesses), Knowledge (planes) +23 (+25 to identify alien monsters' abilities and weaknesses), Perception +2, Spellcraft +22, Stealth +4, Swim +2, Use Magic Device +5
Languages Androffan, Common, Draconic, Dwarven, Elven, Goblin, Kasatha
SQ witch's familiar (greensting scorpion named Lancerleot)
Combat Gear potion of cure light wounds (2), scroll of web, staff of the Dark Tapestry, wand of , wand of , wand of cure light wounds; Other Gear crossbow bolts (30), inferno pistol, light crossbow, sickle, cloak of resistance +3, corset of dire witchcraft[UE], goggles of night, handy haversack, hat of disguise, headband of vast intelligence +6, ring of protection +1, ring of sustenance, backpack, bedroll, belt pouch, broken pistol, flint and steel, ink, inkpen, journal[UE], mess kit[UE], spell component pouch, spring loaded wrist sheath (worth 5 gp) (2), trail rations (5), waterproof bag[UE], 634 gp, 6 sp
--------------------
Special Abilities
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Accursed Hex Target a creature with a hex a second time that day if it made its save the first time
Agony (15 rounds, DC 24) (Su) Foe in 60 ft is nauseated for duration (Fort neg). Resave each rd, if fail initially.
Cackle (Su) As a move action, extend the duration of other hexes by 1 rd.
Darkvision (60 feet) You can see in the dark (black and white only).
Deliver Touch Spells Through Familiar (Su) Your familiar can deliver touch spells for you.
Ectoplasmic Spell You can cast a spell that has full effect against incorporeal or ethereal creatures.
Elemental Spell (Electricity) You can cast a spell with half or all its damage type replaced with this feat's damage type.
Empathic Link with Familiar (Su) You have an empathic link with your Arcane Familiar.
Evil Eye -4 (10 rounds, DC 25) (Su) Foe in 30 ft takes penalty to your choice of AC, attacks, saves, ability or skill checks (Will part).
Familiar Bonus: +4 bonus on initiative checks You gain the Alertness feat while your familiar is within arm's reach.
Fortune (2 rounds) (Su) Ally in 30 ft can roll 2d20 for an attack, save, ability, or skill check (and take higher) once/rd.
Healing (2d8+10) (Su) Heal touched creature, but each target can only benefit once per 24 hrs.
Ice Tomb (DC 24) (Su) A storm of ice and freezing wind envelops the creature, which takes 3d8 points of cold damage (Fortitude half). If the target fails its save, it is paralyzed and unconscious but does not need to eat or breathe while the ice lasts. The ice has 20 hit
Major Healing (4d8+15) (Su) Use cure critical wounds once per day/person.
Misfortune (2 rounds, DC 24) (Su) Foe in 30 ft must take the lower of 2d20 for rolls (Will neg).
Rapid Reload (Light crossbow) You can reload fast with one type of Crossbow or Firearm.
Scry on Familiar (1/day) (Sp) You can scry on your familiar, as the spell.
Share Spells with Familiar Can cast spells with a target of "You" on the familiar with a range of touch.
Slumber (15 rounds, DC 24) (Su) Foe in 30 ft falls asleep for duration, or until damaged or roused by ally (Will neg).
Speak with Animals (Ex) Your familiar can communicate with animals similar to itself.
Speak with Familiar (Ex) You can communicate verbally with your familiar.
Split Hex A targeted hex can affect two creatures
Witch's Familiar (Ex) Gain the services of a special familiar that stores spells.
--------------------
“I will admit my powers are odd, but I deeply believe they are sent to me by the torch. No, no I can’t prove it but I might be weaker since it has gone out.”
Dilana has been in torch her entire life. Her mother is deceased and her father was a blacksmith but now, well, he just drinks. All of the time and the more he drinks the more he suspects these powers his daughter has of being what made his wife sick. Dilana has given up trying to convince him otherwise but does not relish the lonely life she has now.
It is fortunate she has a skill. It’s a simple one but useful, making and repairing shoes. It is enough to get her by and she finds some amusement in being the most powerful cobbler in town.
With the Torch out she is concerned. The headaches are effecting so many and she worries her power, what makes her special, may dissipate with the loss of the towns namesake.
“I know adventures are coming to the area to help. Maybe I can help them. I know enough about the technology of the area and how to cause problems for Torches enemies.”
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