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30 posts. Alias of Matthais777.



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Okay, so, I tried my best but was unable to search foo up some answers, so here's to hoping you can direct me to answers! Page numbers or links to AON would be great, and I'm primarily a PFS player/GM so RAW is, sadly, what i have to go by even if there are some GM quick fixes (I understand some things may not have answers and I'll have to GM fiat occasionally, but I want to avoid it if at all possible)

Question 1: Combat trained- For some reason, Riding dogs and guard dogs don't seemed to be combat trained, nor do animal companions at base. Can the "Train Animal" be used to teach a animal to be combat trained? It seems to be counter intuitive that these particular animals aren't considered combat trained considering their purpose is called out as being combat creatures.

Question 2: Train Animal- Are there any "New actions" That can be trained at the moment? Or are they all just the current basic actions?


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Dot in here!


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Some basic info to get started-

Name:
Character Name:
Pathfinder #:
Level,Class,Race:
Initiative:
Perception/Senses:
Dayjob/Downtime Use:
Marching Order Position:
Things I as GM should know about your character beforehand (Blindsense, Telepathy, trapsense, bonus under a full moon, ect like abilities):


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Some basic info to get started-

Name:
Character Name:
Pathfinder #:
Level,Class,Race:
Initiative:
Perception/Senses:
Dayjob/Downtime Use:
Marching Order Position:
Things I as GM should know about your character beforehand (Blindsense, Telepathy, trapsense, bonus under a full moon, ect like abilities):


A Pathfinder Society Scenario designed for levels 1–5.

A veteran Pathfinder exploring the Fenwall Mountains of Varisia has begun sleepwalking, traveling through the dead of night in the same direction each time. The following mornings, however, he awakens injured and lost in the wilderness, never reaching the mysterious destination that drew him from his bed in the night. Something is calling Kalkamedes, something powerful, but unless he can make it safely to the source of his somnambulism, that power will remain a mystery. It falls to a team of Pathfinders to escort the sleepwalker to his destination and uncover the true nature of the strange phenomenon overtaking Kalkamedes's dreams.

This is a super fun one! It also has one of the most unique items in all of pathfinder as a reward, so bear that in mind when selecting who you want to take with.

As always for me, first come first serve, at least 1 post a day for week days.

Please note, I'm considered a "Deadly" GM, since I don't pull punches or manipulate the game to keep people alive. If tactics say the monster leaves you alone when you fall unconscious, it leaves you alone. If it says it eats you, it eats you. Just another thing to keep in mind if you don't like risk in your game.


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Alright guys, time for HARDCORE MODE.

May the gods have mercy on your character sheets. *Salutes*

Some basic info to get started-

Name:
Character Name:
Pathfinder #:
Level,Class,Race:
Initiative:
Perception/Senses:
Dayjob/Downtime Use:
Marching Order Position:
Things I as GM should know about your character beforehand (Blindsense, Telepathy, trapsense, bonus under a full moon, ect like abilities):

Primary Tactics: This is more for your guys benefit than mine. How does your character work? How do you contribute to the team? You guys are going to HAVE to work together or your gonna get STOMPED, so use this discussion space to figure out what things you have that synergize well together, how you'll use them in battle, ect.

Please note: This is HARDCORE Mode. I WILL be going for the throat. I will not cheat of course, and rolls as always will be public, but I'm not going to make this easy for you... Bad guys may take out downed characters, bodies may get destroyed, ect. My own character died in this campaign and had his body annihilated, and I thought it would be a cakewalk, so BE READY FOR THAT POSSIBLITY! Same character made it through Krune and Bonekeep on hardmode, so he wasn't a push over.


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Please ninja Dot here for updates


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Please ninja Dot here for updates


A Pathfinder Society Scenario designed for levels 12–15.

Every year, one of Thuvia’s five city-states receives a mere six vials of the famous sun orchid elixir—a potent and extravagantly expensive tonic able to reverse the effects of aging. After both of his last two shipments disappeared without a trace, the ruler of Pashow has retained the services of the Pathfinder Society to ensure that this year the elixir arrives unharmed and restores prosperity to his realm. However, what begins as an unusual security assignment quickly spirals into a revelatory unveiling of Pashow’s treacherous underbelly.

Hello Everyone, My name is GMStarson. To celebrate PBP being included in the RSP program, as well as finishing my own run under an amazing GM, I'm opening call for a run for the infamous "All for Immortality" series! But, I don't have a rep for being a killer GM for nothing, we'll be playing this in hardcore mode, and I won't be taking it easy on you! Don't bring any character you aren't willing to lose or that you don't have the prestige to bring back if they are killed horribly!

Normally, I take first come first serve, but considering the deadliness, and length, of this series, I'm going to do something a little different. First, we need to fill roles if you want to hope to survive. Second, I want you to introduce your character, in character, to get a feel for your roleplay. So, Introduce your character and have them explain why they should go on this super special mission for the decemvirate.

Roles at Minimum that need to be filled are as follows:

-Healer (Or strong healing capabilities)
-Tank (Someone who can take a hit/protect the crew)
-DPS (Someone who dishes out damage, and a lot of it. Doesn't matter how you do it, ya just need to do it)
-Skill monkey (Someone who can handle traps, skill checks, ect.)

Your character probably, and should, cover multiple roles, but I wanna make sure all 4 corners are covered or I'm going to feel bad when you all die horribly. :) Posting expectations will be the standard 1 per day and 1 per weekend, and I'll try and meet your guys speed if you go faster.

So, Victim Roll Call! Who's willing to take the challenge?!


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Dot here for updates


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Alright all, you know the drill!

Name:
Character Name:
Stafinder #:
Level,Class,Race:
Things I should know about your character beforehand (Blindsense, Telepathy, trapsense like abilities):

Boons Slotted (I will give you the chance to change these if you so choose:


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Alright folks, you know the drill-

Name:
Character Name:
Level:
PFS#:
Int and Perception:
Day Job:
Anything I as your GM should know about your character beforehand (Trapsense, bonuses under a full moon, ect.) including preferred marching order:


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Roused from sleep and herded aboard the Winking Wyvern, the party sails urgently for Rivenrake Island and the ruins of Xin-Bakrakhan, ancient capital of the Thassilonian Runelord of Wrath. A note from Venture-Captain Sheila Heidmarch informs the group that a Society-funded dig team has uncovered a totally intact temple that appears to be associated with the goddess Lissala, buried for 10,000 years. Given the fresh revelations that this long-thought-dead cult is thriving and allied with the Aspis Consortium, it’s a truly wonderful find, providing an unprecedented opportunity to gain knowledge of this forgotten faith. Even if the site turns out to not be dedicated to Lissala, learning more about the faiths and practices of ancient Thassilon always provides an abundance of knowledge. Often the items they use in their rituals lead to clues about the cults. By now the work crew has finished clearing the site—the time to explore its secrets is at hand. The Society has no exclusive contract to the site, and Aspis Consortium agents scour the countryside seeking such ripe targets, so time is of the essence. Archaeologists Halla Beusophis and Kovo Murse can answer questions when the group arrives, and a fellow Pathfinder
ranger, Riemme Batelle, is already on the island, ready to join in this exciting endeavor. Sheila Heidmarch has given the party a charge: eliminate the ancient temple’s dangers so that Society scholars can study the ruins safely, and bring back whatever knowledge lies within.

Take some time, introduce yourselves to each other on the ride over to the dig site. We'll start for real soon.


A Tier 3-7 mission

In the ruins of Xin-Bakrakhan—seat of power of the Runelord of Wrath—the Pathfinder Society stands on the verge of a great discovery, but first the brave agents exploring the ruins must survive ages-old dangers and contemporary threats to return with the knowledge and wealth they’ve unearthed.

I'll be taking on the first 6 Pathfinders to sign in wanting to play! I will however, give preference to non-pregens unless we need one to fill out the roster.

While of course I'll expect the standard 1 a day minimum posting, with the holidays coming up I'll totally understand if we need to take breaks or bots, so keep that in mind if you sign up if you'd rather not play during the madness that is winter.


A Starfinder Society Scenario designed for levels 3-6.

In order to retrieve valuable resources necessary to repair the Wayfinders' flagship, the PCs follow-up on another team's investigative mission to a long-abandoned Starfinder Society lodge on a world in the Vast. Finding the lodge submerged and already partially flooded, the PCs quickly realize they are far from alone in the depths of the distant world's ocean.

I'll be taking on the first 6 starfinders to sign in wanting to play! I will however, give preference to non-pregens unless we need one to fill out the roster.

While of course I'll expect 1 a day minimum posting, with the holidays coming up I'll totally understand if we need to take breaks or bots, so keep that in mind if you sign up if you'd rather not play during the madness that is winter.


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Name:
Character:
PFS#
Slow or Normal Track:
Day Job:
Character notes: AKA stuff I as a GM or other players should know about ahead of time (Things like trap sense that I have to roll, aura bonuses from paladins, ect.)
Initiative/Perception/Vision type


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Name:
Character:
PFS#
Slow or Normal Track:
Day Job:
Character notes: AKA stuff I as a GM or other players should know about ahead of time (Things like trap sense that I have to roll, aura bonuses from paladins, ect.)
Initiative/Perception/Vision type


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Dot in here for your updates.


Plunder and Peril Ship 1 Plunder and Peril Ship 2

Dot in here for your updates.


YAAAR ME MATEYS! It be here that I will take those on board who wish to take on the dangers of the module "Plunder and Peril"!

Our aim is the claim all 3 of the of the treasured chronicle boons, and as such I will only take the most dedicated of sea dogs who be willing to sign up for the whole journey!

We be looking for five more crewmates, as I already have me first mate who requested this adventure! So, tell me who ya wish to sign with and I'll sign you up! Remember, this be a long adventure with lots of the roleplay, and I expect me crew to give at least a single post everyday! Except on weekends, we'll relax a little. Seadogs gotta have a life! Due to the length of this adventure, I may be a bit more picky than I normally am, so nothing personal if your not selected. I'll be picking crewmates based on who's needed to keep ya landlubbers alive, as well as your posting habits and history, and if the cut of your gib be to my liken!

So who's ready to set sail me hearty's? We be off to the Inner Sea!

Arrgh! This is a PFS game, so yer character must be a level 3-5 character within the PFS rules.

As for your Resume, tell me-

What be Yar name?
What be Yar Quest?
What be Yar ideal ship?
What be Yar ideal position on that ship?


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Alright everyone, You're high level so you should know the drill by now!

Name:
Character:
PFS#
Slow or Normal Track:
Day Job:
Character notes: AKA stuff I as a GM or other players should know about ahead of time (Things like trap sense that I have to roll, aura bonuses from paladins, ect.)

And if in or out of character you are familiar with the Krune and Runelord Plotlines (If not I'll include a summary.)


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The summons from Sheila Heidmarch arrives two hours before dawn. It is both urgent and terse, merely naming a room in the lodge where you are to meet as soon as possible. She will meet you there.

As you arrive in the sparse room, you are met with a few chairs, but not much else. Whatever it is that Sheila summoned you and your fellow pathfinders for, it must be important for her to ignore the propriety of attempting to impress pathfinders under her.

It seems you have a moment to make the acquaintance of your fellow team members. Best make use of it.


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Hey everyone!

I was working on flexing some of my more creative skills, and I created this video for the block text of SFS 1-01, the Commencement.

Greetings for Guidance

If you guys like it, awesome, i might make some more videos for use in introducing the various factions. If you have any feedback, also awesome. I'm just starting out, but I've always loved making tools like this to increase the flair of a game.


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You've done it. Weeks of hard, intense training in the basics of the Starfinder Society have lead to this day. Your commencement! The instructors had been open and honest... after the Scoured Stars wiped out most of the Starfinders, the Starfinders are desperate to rebuild their numbers, and your training may have been... abridged slightly.

But you've done it, and now it's time to earn your Starfinder Society Symbol. You've been summoned to the Lorespire Complex's Central chamber, and you wait patiently for all your new comrades to arrive before you receive your first mission, and begin your commencement into the Starfinder Society.

Introduce yourself and interact with your fellows! Once your all here, we'll officially begin.


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Alrighty then!

So, I need from you guys:

Your Name:
Character Name:
SFS#
Day Job:
Faction Boon:
Other Slotted Boons:
Things I Should know as your GM: (Not likely at this level mechanics wise, but if there are any quirks about your character you want me or other characters to know before we begin the game, put it here.)


Hello everyone!

It's time to head to the stars!

All Starfinders complete their training by conferring with Guidance—a network of uploaded personalities embodying paragons from the Starfinder Society's history. Before receiving the blessing of Guidance, the PCs must meet with and assist critical missions on behalf of key leaders of the Society's leading factions. With the events of the Scoured Stars Incident still fresh in everyone's memory, there's plenty that needs doing to set the Society back on track.

I'll take the first 6 folks to sign up, and then we'll get started!


Hey everyone! I'm recruiting for another lovely high tier scenario! Words of the Ancients is a 7-11, and as usual, I'll take the first 6 recruits to sign up!

After countless divinations and the efforts of undercover agents throughout Varisia, the Pathfinder Society has discovered the location of the last component needed to awaken a sleeping runelord. In a mad dash to beat the cult of Lissala to this ancient Thassilonian ruin, the Pathfinders must do whatever it takes to ensure they and not the evil cultists acquire the power within. But the arcane components are not unguarded, and even after 10,000 years, the cost of ensuring the safety of the region could be higher than the veteran adventurers are prepared or willing to pay.


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Hey everyone! So, this is something that seems that blew my mind a bit, that a lot of people online on other sites and in my real playgroup has been playing wrong, and it really changes how the Critical Success/Failure system works, especially at higher levels.

The important part involves Nat 20s and Nat 1s. From Page 292-

Success: However, if you succeed and rolled a 20 on the die (often called a “natural 20”), or if your result is equal to or greater than the DC plus 10, you critically succeed.

Failure: If you fail and roll a 1 on the d20 (also called a “natural 1”), or you fail and your result is equal to or less than the DC minus 10, you critically fail instead of just failing. A critical failure is sometimes called a “fumble.”

Notably, to turn a success into a crit success into natural 20, or a fail into a crit fail, it still has to succeed in the first place or fail in the first place. You have to fail the DC AND roll a nat 1 to crit fail. Rolling a nat 1 does NOT automatically cause a failure or a critical failure, and you can still succeed on a Nat 1 if your check is high enough to still pass with only a 1 on the die roll.

So, no failing to climb a ladder of DC 5 on a Nat one for your Rogue who's a master at athletics, no failing to hit a near stationary Ooze with a nat 1 from your high level fighter, Ect.

Just something I thought I'd point out cause I've see a lot of groups read nat 1s as a automatic failure and nat 20s as a automatic success.


Alright, so I just got finished with my first Playtest PFS game (Rose Street Murders) and I wanted to get my thoughts down before I let to much leak out of my ears. Hopefully this can be helpful in the metadata gathering.

Pros

- Character building and creation: I liked the modular feel of being able to select the different feats and mix and match things to make something more like what I wanted. It felt like all the best parts of mixing Archtypes without any of the restrictions and helped make my character feel more custom. I can only imagine this part getting better with more options.

- Raise Shield: Oh holy cow was I ever wrong about this system. I thought it was silly and boring when I first heard about it, but having played a martial character now, being able to raise and lower your shield and interpose it adds so many new dimensions to being a martial fighter. Do I raise my shield for more defense? Do I sac my defense for increased mobility or extra attacks? If I have raised it do I risk reducing damage and possibly breaking my shield? Since it takes up my reaction, is it more important for me to use it to stay alive or keep it available for my other abilities? I loved this far more than I thought it would and it kept me engaged in every round of combat.

- 4 part range of success: Rolling attacks and getting crits on 16+ against mooks and then having the big bad only be critable on the nat 20 really sold how much stronger than the mooks he was, and made me feel awesome when I chewed through low level mooks to get to him. But it also made skill checks and saves much more tense and interesting, because having that 18-19 come up wasn't just "Oh, well, it's not a crit but I probably succeeded" but instead "Oh man, how tough was that? Maybe I even crit!" The same thing happened for failures. 1 and 2 and such wasn't just "Oh, crud, failed" but turned into "OH man! let me check my stats, maybe I won't critically fail!"

- Mundane Skill Usage: I love battlefield medic and quick repair and all the other skill feats that made making mundane skill checks seem important and interesting.

Cons-

-Ancestral Feats: These are good in concept, but feel weak and like they don't fit very well. They should be flavored in a way that it makes sense that someone picks them up later in life, not something that they just "Suddenly" realized about their body. Prime example is goblins. I can start with razor teeth, and then at a later level suddenly I'm resistant to fire? Because of my "History with fire"? This is more than a flavor complaint than anything. (Also, small complaint about razor teeth, as written they do non-leathal damage. Which is just kinda silly.)

- Out of combat healing: I know we're trying to get away from wand spam with the resonance system, but in particular for pathfinder society we often get randomly paired with folks and certain roles, like healer, are just absent. While it shouldn't be as crazy as wand spam, there should be a way, even if it's based on a skill, for folks to heal up without taking a week off to heal. Perhaps a version of the battle medic feat that's open to everyone as a untrained skill that's not as powerful?

- Secret rolls: From a meta standpoint, these make sense and are good for Roleplaying. From a in game stance? It stinks that the GM did all the dice rolling for the first 20 minutes of the game, and there where large chunks where the GM did all the dice rolling and we didn't get to do anything. Yes, it solves the meta problem, but it's just kinda boring not getting to roll things. I think at least stealth should not be hidden, cause you generally know when you've screwed up stealthing.

That's all I can think of for now. I'll make some more gathering posts as I get more chances to play.


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Eleder, in the smoky office of Venture-Captain Finze Bellaugh.

A table is set with food while you wait for the Venture Captain to come. It's not unusual to be kept waiting after a summons... gives you a chance to chat with your fellow team members.


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Once you have been picked, please provide the following:

Name:
Character name:
PFS- Number:
Day Job Check:
Slow or Normal Track:
Things GM should know: (This is things like trap sense, ect, that I may need to roll for you or be aware of ahead of time)


A Pathfinder Society Scenario designed for levels 1–5.

In the port of Senghor, it is taboo to even speak of the accursed ruin of Boali that sits on the other side of the bay, let alone to set foot in its rubble-strewn streets. Yet rumors have reached the Pathfinder Society that the Aspis Consortium has sent agents to search through this forbidden city. Although few people willingly travel to its shores, Boali is far from quiet. It falls to a small group Pathfinder agents to get the bottom of the Aspis plot without falling prey to the ruin's dangers. Can the PCs bring the Consortiums' true motives to light?

Time to start up a new game! As always for me, first come first serve, at least 1 post a day for week days. I have 1 reserve slot already, so that means besides the reserve slot I will take the first 5 comers who wish to play. This is not part of the batch of game day games, so keep that in mind if your trying to do a bunch of those.

3/5 *

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This is probably a silly question, but I want to have as many people join the Manifold host as I can, and I'm happy to spend my points to get as many people as possible, so I want to make sure I'm doing it right.

So just to clarify, as the primary "Host" boon holder, I can buy a Manifold Host Recruiter for 2 fame, make a photocopy of the boon, then fill out the info on the photocopy with who I want to recruit into the Manifold Host and induct someone in, but then they can't buy a copy themselves (Because their version should have the info for me in the blanks of the slot). I can then purchase another copy with another 2 fame for someone else.

Am I understanding the procedure correctly?


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Venture-Captain Sheila Heidmarch is waiting quietly in her rather crowded study. At the far end of the room stands Venture-Captain Ambrus Valsin alongside a masked figure whose features are concealed by a dark robe and heavy cowl. Half a dozen other Pathfinder agents line the walls and face outward, concentrating on various spells that no doubt ward the room against eavesdroppers. Sheila motions to a small sideboard bearing refreshments before leaning over a small table laden with Thassilonian relics.

Ambrus Valsin steps forward and says, “My fellow Pathfinders, as you can see, the task that lies ahead transcends the interests of Magnimar’s increasingly esteemed lodge; it’s a mission that will affect the entire Pathfinder Society and merits the direct attention of the Decemvirate.”

The hooded figure behind the Venture-Captain nods in silent agreement and then gestures for Valsin to continue. “Over the past year, we’ve received increasingly concerning reports from this region that the Lissalans have plans in motion to revive Krune, the Runelord of Sloth and one of the most powerful wizards of ancient Thassilon. We have set our own plans in motion to keep him in check if the Lissalans succeed, but Sheila Heidmarch has an ambitious plan regarding this threat.” He nods and steps back to cede the briefing to his colleague.

Sheila takes over, adding, “We recently acquired these refuge tokens and their command words. When broken, the tokens will take a handful of agents directly to Krune’s sanctuary. If he has yet to revive, do whatever you can to ensure he never does. If he does awaken, pray that he is too dazed and addledto command his full power. Whatever it takes, end this threat to Varisia—permanently.”

She then motions to the other relics on the table. “The Society has recovered Thassilonian relics , perhaps some through your deeds, and I would rather they be in your hands as you face Krune; they will do us little good in a museum if the runelord returns. Once you defeat him, take special care to recover his two artifacts: a dragon-tooth spear and a rune-inscribed rod. Once you are ready, I will show you how to use the refuge tokens. Do you have any questions?”

If a PC has one of the following Thassilonian relics from past Chronicle sheet, she may make use of them for free during this scenario only:

Replica dragon tooth longspear (stage I), rod of runes, acrimony
veil, Lissala’s caress, Sihedron brand (endurance), and Sihedron
brand (service).


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Alright everybody, you know the drill!

Player:
Character:
PFS #
Faction:
Day Job:
Slow Track or Normal:
Played before or no?:

Things I should Know about ahead of time: AKA things like trap sense, weird automatic abilities, oddball saves I should be aware of, ect.

Your character isn't "Locked" until ya post a intro in the gameplay thread, so feel free to change up until we actually start.


Hello Victims, I mean Pathfinders!

Your signing up for The Waking Rune: Hard Mode Edition.

Due to the sheer deadliness of this mission, I'm not going to just take first come first serve like I normally do. Party comp is essential. So, I'm going to let people sign up into a basic party comp. I'm not planning on starting this until early June, so you'll have time to hammer things out, make plans, and other such things. You'll want to fill a party comp with at least the following:

Frontliner:
Arcane/Utility Spells:
Divine/Healing:
Skill Monkey:

While you can have multiple of each, having a party of all one or the other is gonna get you all killed, and despite my tagline, I want to kill you all properly, not because of bad party comp.

Also, do NOT sign up for this unless you have A: The prestige for a True Res on hand or B: are willing to accept permadeath on a character. This is a DANGEROUS mission and their is a HIGH chance of someone dying, and I WILL be playing this Hard Mode to play to the bad guys best.

Best of Luck everyone! Let's see who is in for this mess.


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Ninja Dot Here.


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Alright everybody, you know the drill!

Player:
Character:
PFS #
Faction:
Day Job:
Slow Track or Normal:

Things I should Know about ahead of time: AKA things like trap sense, weird automatic abilities, oddball saves I should be aware of, ect.

Go ahead and ninja dot in the gameplay thread to keep track of things.


Howdy folks!

With Origins and GenCon coming up, and the big season 10 coming out, thought it might be cool to run this mission that really delves into each of the different factions purposes... at least what they where as of the end of season 5!

This will, of course, just be a individual table, not a multi-table. It should still be great, but because of the specific requirements of this scenario, I will only be able to accept 3 FACTIONS worth of people. I will give preference if anyone wants to sign up with Scarab Sages due to the retirement, but the others are up for grabs.

Pathfinder Society Scenario designed for levels 3-7.

The failure of Mendev's wardstones set in motion not only a new crusade but also catalyzed a change in the Pathfinder Society's various factions. As the Pathfinders prepare to march on the Sky Citadel Jormurdun, members of the various factions scramble to consolidate their gains and neutralize their enemies. "The Paths We Choose" is a special event designed to highlight the changes in each faction over the course of Season 5, The Year of the Demon, and the adventure is different for each group depending on which factions are represented at the table. Content in "The Paths We Choose" also contributes directly to the ongoing storylines of the Andoran, Cheliax, Osirion, Qadira, Sczarni, and Taldor factions

3/5 * Venture-Agent, Ohio—Columbus

Sorry, my google-fu has failed me mostly due to changes, differing opinions, ect.

So, in my specific case, I'm running a module because I want a certain item for a certain character. The module is high level, but the item is mostly for flavor (Hat of greater disguise) for my character, so I'm not hanging to much on this if I'm wrong.

But basically, my confusion lies in the following scenarios-

A: What happens to GM chronicles past the first 3 that are broken down to 500 gold and applied to the first level? Do these then have to be in correct level order for things to apply at? So if I have 9 3-7 chronicles, these "Float" on the character until they have played 3 games at level 2, then bump auto bump up to level 6? And if I have a floating 7-11 it won't apply until I reach level 7 right?

B: For my specific case, if I'm not allowed to apply the chronicle until the character reaches the appropriate level, does the character still have access to items on that chronicle? Or would it have to have been a "Melted down" to 500 gold chronicle that would have had to apply at first level? (Which would be a bummer, cause I planned this character out with the module in mind and started playing/applying other credits to them cause the opportunity to play arose and I jumped on it.)


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Alright guys, you know the drill OOC stuff goes here.

Once you've picked your character I need the following info:

Player:
Character:
PFS #
Faction:
Day Job:
Slow Track or Normal:

Things I should Know about ahead of time: AKA things like trap sense, weird automatic abilities, oddball saves I should be aware of, ect.


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Ninja Dot in for Updates here.


Howdy folks! My last module just wrapped up, so time to start up a new one! This module is sure to be lots of fun. I'll be taking the first 6 people to sign up, and will open up discussion for characters once we have those 6. I expect to start shortly after that.

Because this is a module, I expect this to both take longer and to be very role play heavy. I would still request that you only sign up if you think you can devote at least 1 post a day or more, and a minimum of 1 post on weekends, or at least leave me botting instructions if you can't make it during battle. If I don't get posts within 24 hours, or bot instructions, I reserve the right to hit your character upside the head with a coconut carried by either a European or African swallow, causing them to miss their turn or shut up in the middle of conversation. Exceptions of course are granted if you let me know before hand that's something's come up, and I try not to kill characters while players are away in case of emergencies.

Curse of the Riven Sky
A wilderness adventure for 10th-level characters.

The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives. Can the PCs find the Storm Queen in time to prevent her from unleashing a horde of vengeful ghosts upon the world?

Curse of the Riven Sky is an adventure for 10th-level characters. Authored by novelist and legendary game designer Monte Cook. This adventure is set in the Viking-inspired Land of the Linnorm Kings.


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Alright guys, you know the drill. Here's who I got so far.

Player Great Green God
Character Shonne
PFS # 139009-1
Faction Silver Crusade
Day Job Kicking Ass! (It doesn't pay much but it looks awesome.)

Note Shonne isn't much of a mage.

Player: Cwethan
Character: Dunia Mbani (Ectoplasmatist Spiritualist 7)
PFS #: 182453-2
Faction: Scarab Sages
Day Job: Using Downtime for Elemental Voyager Boon, taking 10 to check off two boxes.

Dunia herself battles as something akin to a bad-touch magus. She uses reach, combat reflexes and Phalanx Formation to be as much of a hassle on her enemies' turns as possible.

Player: Paper Drake
Character: Rogal 'Bronze' Bogslagsun (Hunter 6 / Mutagenic Mauler Wild Child Brawler 3 / Mammoth Rider 1)
PFS #: 231699-4
Faction: Silver Crusade
Day Job: Profession ( Soldier )

Player: TriShadow
Character: Fendel, CSI: Absalom (Alchemist 2/Lorewarden 2/ Investigator 4/ Student of War 1)
SLOW PROGRESSION
PFS#: 151777-2
Faction: Dark Archive
Day Job: Craft, Alchemy: 1d20 + 25 ⇒ (17) + 25 = 42 Includes Crafter's Fortune

Player: Greymore
Character: Braxus Ironheart
SLOW PROGRESSION
PFS#: 133512-7
Faction: Liberty's Edge
Day Job: Profession(Brewer): 1d20 + 7 ⇒ (2) + 7 = 9

We'll probably get a 6th soon. Maps will be added to my line and at the campaign tab. I look forward to attempting to kill.... I mean, taking you on a fantastic adventure!


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There are three things that all pathfinders fear.

The First, is to die with their reports lost, forgotten, their life's works fading from memory.

The Second, is to be summoned for a "Special Mission" by one of the Masters.

The Third? To see a summons signed by more than one of the masters.

The pathfinders today have received one of these summons, and all have arrived at the grand lodge to speak to the master of swords and the masters of spells. They are instructed to wait in a war room for the Masters to arrive, and are provided food and drink while they wait. On the grand table in the center of the room lays out a grand map of north of Golarian encompassing the realm around the world wound. A notched and battered longsword weighs the map down on one side, preventing it from furling closed, while its sheathe does the same on the other side. Farabellus, the Master of Swords, has placed all manner of objects upon the map, each indicating a different landmark or Pathfinder Society resource. The hall sits silent, waiting for the adventurer's to arrive. For nothing stays silent for long when pathfinders are involved.


Hey everyone! Just finished with my latest game, and continuing to make my way through season 5!

I have standard expectations of 1 post every 24 hours with exception on weekends, if you run into expected issues please warn me so I can bot your character, if you do not you will be hit upside the head by a coconut carried by either a African or a European swallow and will lose your turn. My games are known for going quickly, and consistent posting from everyone is key to that. The first 5 people who apply will be taken, though if your not the quickest off the mark, feel free to post your info anyways and I'll put you on the reserve list for next time or if someone drops. Which happens a surprising amount.

Where Mammoths Dare Not Tread

A Pathfinder Society Scenario designed for levels 7–11.

Despite several promising developments on the front lines, it’s increasingly clear to the Pathfinder Society that fighting its way across the entire Worldwound would prove far more costly than approaching the Sky Citadel Jormurdun from the west. What it might gain in ease of use, the society lacks in an established basecamp, so the PCs must travel to the Realm of the Mammoth Lords to win over the locals and secure a beachhead—all without falling prey to the area’s powerful megafauna, savage demons, and relentless barbarian tribes.


Ooookay guys, so, while building a new character I had a few parameters and a bit of inspiration.

First, I've had some complaints about my characters stealing the spotlight by being "To good" at things, so I decided my new character would mitigate this by being a Aid Another specialist of some sort. It's in PFS, so it has to be PFS legal and no third party.

Second, this feat, Covering Fire. The fact that it let's me aid another at a range, and it's a teamwork feat that still let's me target someone who doesn't have the feat? Very good indeed.

Finally, the Twinned Summoner Archetype which inspired me to play two characters at once, both dedicated to aiding another.

Obviously, this build isn't perfect, and I'm probably missing out on a bunch of stuff, but I'm not looking for perfectly optimized, just being as good as I can be.

Romulus and Remus (Working names, Rom summoner Rem Summon)

Rom
Elf, (For longbow proficiency), 8st, 18 dex, 12 con, 16 int, 10 wis, 12 cha
1. Summoner - Point Blank Shot (Feat Tax)
2. Summoner
3. - Arcane Strike (to be combined with Gloves of ArcaneStriking for additional aid another)
4. Summoner - Covering Fire (Shared with Eidolon through twinned ability)
5. Fighter (Drill sergeant) - Combat Reflexes/Bodyguard (Use arrow as improve weapon when standing near Eidolon
6.Summoner
7. Summoner Combat Expertise (Feat tax)
8. Fighter Harrying Partners/ Swift Aid

Rem- Twinned Summon
Str 16, Dex 12, Con 13, Int 7, Wis 10, Cha 11, (Evolution points used on improved natural attack until 2 is saved up for feat)

1. Disguise focus, Simple weapon prof (Base) Point blank shot
2. Bonus Feat evolution points Additional traits (Adopted for Halfling helpful and legacy weapon for longbow proficiency)
3. Combat Expertise
4. Combat Reflexes, Covering fire granted
5- No increase
6. Dex score increase
7. Swift Aid
8. Harrying partners granted by class feature

So, the idea is that, at level 8 at least, at the beginning of the day both me and the eidolon will wear a ring of tactical precision (Or just me if that's all I can afford) and give our front line fighter harrying partners, and buy benevolent armor for both of us (Probably only +1 due to expense).

When battle engages...

Swift Aid +1 +1 arcane strike, +1 benevolent from me, the same from Eidolon for +6

Main aid +4 +1 Arcane Strike +1 Benevolent from me and Eidolon for +12 to AC. Granting this to the mainline fighter with harrying partners so that the primary bonus lasts through the turn. In boss or mob battle, use Drill sergeant to give everyone harrying partners for a few rounds to help protect them.

Of course, lots of holes in this, and not sure if it can be done better, any and all help would be appreciated!

3/5 *

So, I got the Naiad boon from Gencon and I'm finally deciding what character I wanna play with her. I've decided I wanna try something that plays up the fey nature of a Naiad and really go crazy with the Charisma "Beautiful beyond Belief" fey idea.

Now, I'm the type of guy who loves to play things on theme. But I'm looking at the fey specific archetypes and while many seem bad, I think I've narrowed it down? Unfortunately, the classes this affects are all not ones I've played before, so I'm having trouble making judgments if the changes here will be something to deal with or will actually wreck my character later on. Since I can't train willy nilly like I can in a home game, I was hoping for some help plotting it out.

Some thoughts:

I love the flavor of the Fey druid, and don't mind giving up what it gives up to get CHA to casting, but most of the stuff I'm seeing online says that druid's don't have the casting "oomph" to keep up as a straight caster and that I'd be pretty much playing my animal companion with no summon or wild shape.. which seems to kind of defeat the point.

I also like the fey mesmerist, but moving to the druid spell list, again, is being touted as a terrible idea cause it doesn't work with the mesmerists other abilities, even though the other powers seem super cool.

Fey Prankster bard ability seems hilarious, but I'm not fond of the "You can't target the same creature for 24 if it fails deal, and I'm pretty sure that a bard that can't inspire courage will attract a lot of grumbling from fellow players since that seems to be their primary thing and I don't know if the abilities are good enough to replace them.

thanks in advance for any opinions and assistance!


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Please give me

Name:
Character Name:
PFS Number:
Slow or Normal track:
Job Check:
Character quirks or rules I should know about (Trap Sense, other automatic rolls, ect.):

I will be doing APL to find out what tier we are, so be careful your not playing up or down if you don't want to.

Players I already have info for:

Player: Helikon
Character: Felicitas Aurora (Bard 5/Inspired Blade 1)
PFS# 50731-3
Faction: Exchange
Day Job: Perform Sing +21

Player: Greymore
Character: Serres "Fade" Vahl (TK 6)
PFS#: 133512-12
Faction: Dark Archive
Day Job: Slight of Hand: 1d20 + 20 + 2 ⇒ (19) + 20 + 2 = 41 (*Thieves' Guild offers +2 to steal things and use for day jobs/included in roll)

Player:Damjan
Character: Kalangkang (Arcanist 4)
PFS# 137484-4
Faction: Grand Lodge
Day Job: N/A


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Dot to hold place.

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