Grigore Malacho's page

2 posts. Organized Play character for TheeGravedigger.




Please welcome the hardest man in Vancouver Gaming to his new role as Vancouver's PFS Venture Lieutenant. He keeps the gaming sessions over at Metropolis running smoothly.


I've got $55 worth of credit left on my kickstarter add-ons thing, that I had meant to use for the Twice-marked of Pharasma and something else, but hadn't finalized. I didn't realize the deadline had come, and now I can't make any changes. Anything that can be done?

Goblin Squad Member

I'd bought the crowdforger buddy package, because I had plans to play with someone specific. I had a backup plan, but both those friends are no longer in my life. I'm wondering what I should/could do about this situation.


Vancouver Island now has a Venture Lieutenant, Mike Dowd. He's been running games out at the Fleet Club, and will be helping to build BC's Pathfinder community.

Please help me to welcome Mike to the community.


There's a local sci-fi con in my area, that has an open games room, which is mostly board games. They charge $45 for a weekend ticket, $34 for students. I can't recall specifically what a day ticket is, probably in the $30 range.

I've started discussing running some PFS stuff in their 24 hour games room.

Since the theme is Pirates, it would make sense to run the then to be sanctioned Skulls and Shackles. I'm guessing I'd want a pair of 4 hour slots for that.

Any feedback on how much PFS you'd want at a local con for $45, or how much time it might take to run an AP module, based on having run one of the two current AP modules, would be appreciated.


Would the society actually tolerate a grenadier type alchemist for more than a few missions?

When you're inside a town, you can't really use your bombs for fear of blowing things up, and damaging the reputation of the other society.

When you're out of town, this is less of a problem. Except of course for the fact that an alchemist lacking precise bombs is going to be either pulling his punches or damaging his allies, more often than not.

I'm convinced that the reason the grenadier archetype has precise bombs is to cut down on this problem.


We've had the idea to run a PFS minicon, over the Easter weekend. If there's enough response, we'll run a few tables.

The basic plan would be the first part of First Steps, starting at noon on Friday, followed by the second part after around 6pm the same day. The following day, would be the third part of First steps. As these are replayable scenarios, this is a great way to get jump start on a new character, or for a new player to get into the society.

Following that would be a 2nd level adventure, to be decided. If we're only doing the two days, it would be a single part scenario. If we're doing three days, it would be 3 part scenario, followed by an additional 2 part scenario potentially on the fourth day.

Please let know if you're interested, I'll be using the level of interest to judge how big a space we need for this. Worst case scenario, I know I can fill one table and provide one GM.

Also, if you are a store and would be interested in provide space for such an event, please contact me.


We were discussing doing a triple session of PFS over a long weekend, running the complete First Steps arc, and then another arc or two. I've heard Quest for Perfection is a good arc to play.

Given that the next long weekend is Easter, I'm wondering how much lead time is required to actually run PFS games. Both in terms of preparation and in terms of official polices.


I'd been looking forward to trying out the BlackBlade Magus with a scimitar and Dervish Dancing for a Skull and Shackles campaign, and unfortunately the DM's girlfriend decided to be a scimitar wielding follower of Saranae, going for some prestige class.

so, I don't feel like using the scimitar anymore, and I'm not sure I feel like being the melee fighter magus at this point.

I was vaguely thinking alchemist, or something, but I'm not sure what really feels worth building. I've no idea what the rest of the party is, just that it's Skull and Shackles and they'll be building while I'm on the way to the game.

any ideas?


http://paizo.com/pathfinderRPG/prd/ultimateMagic/spellcastingClassOptions/i nquisitor.html#inquisitions says that clerics can take any inquisition.

http://paizo.com/pathfinderRPG/prd/ultimateCombat/classArchetypes/inquisito r.html#inquisitions says that inquisitions are limited to inquisitors exclusively.

Can anyone clarify this for me?


Light is able to create a single instance of an effect when used by a player.

How many instances of the effect are possible when the spell is used by via a wand?
One per charge?
A single instance for the player, independent of his ability to cast it as a cantrip?
A single instance for a player including his ability to cast it as a cantrip?


Anyone else planning on being at Gottacon this coming weekend?


Is it possible to create a new character in the PFS that suffers from an aging penalty?

I've got an idea for a middle-aged gnome inquisitor, and while Herolabs validates the character, I'm not sure if it's legal for play.

He's got the middle-aged effect and I've given him the Breadth of Experience feat. I probably need to adjust his traits, as I created him for a game a few months ago, and I'm sure some of the more recent concept would fit better with his concept.

But, before I go to the trouble of refining the character with all the changes, I'd like to be clear on how the aging penalties apply for gnomes, so any assistance with this would be appreciated.

Character Build Output from Herolab:

MARITHAS CR 1/2
Male Gnome Inquisitor 1
CG Small Humanoid (Gnome)
Init +2; Senses Low-Light Vision; Perception +10
--------------------
DEFENSE
--------------------
AC 18, touch 13, flat-footed 16 (+4 armor, +1 shield, +2 Dex, +1 size)
hp 7 (1d8-1); Judgement of Sacred Healing 1
Fort +1, Ref +2, Will +6
Defensive Abilities Judgement of Sacred Protection +1; DR Judgement of Sacred Resiliency 1: Magic; Resist Judgement of Sacred Purity +1, Judgement of Sacred Resistance 2 (Fire)
--------------------
OFFENSE
--------------------
Spd 30 ft.
Melee Light Shield Bash -3 (1d2/20/x2) and
Dagger +1 (1d3/19-20/x2)
Ranged Crossbow, Light +3 (1d6/19-20/x2)
Special Attacks Judgement of Sacred Destruction +1, Judgement of Sacred Justice +1, Judgement of Sacred Piercing +1, Judgement of Sacred Smiting (Magic)
Spell-Like Abilities Arcane Mark (1/day), Comprehend Languages (1/day), Message (1/day), Read Magic (1/day)
Inquisitor Spells Known (CL 1, +1 melee touch, +3 ranged touch):
1 (2/day) Divine Favor (DC 15), Cure Light Wounds (DC 15)
0 (at will) Acid Splash, Light, Detect Magic, Guidance (DC 14)
--------------------
STATISTICS
--------------------
Str 10, Dex 14, Con 8, Int 14, Wis 18, Cha 11
Base Atk +0; CMB -1; CMD 11
Feats Breadth of Experience
Traits Captain's Blade: Acrobatics, Dangerously Curious
Skills Acrobatics +4, Bluff +5, Climb -2, Diplomacy +5, Escape Artist -1, Fly +1, Intimidate +1, Knowledge (Arcana) +4, Knowledge (Dungeoneering) +4, Knowledge (Engineering) +4, Knowledge (Geography) +4, Knowledge (History) +4, Knowledge (Local) +4, Knowledge (Nature) +4, Knowledge (Nobility) +4, Knowledge (Planes) +4, Knowledge (Religion) +4, Perception +10, Profession (Any) +6, Profession (Scribe) +12, Ride -1, Sense Motive +9, Spellcraft +6, Stealth +7, Swim -3, Use Magic Device +5 Modifiers Monster Lore
Languages Common, Dwarven, Elven, Gnome, Sylvan
SQ Door Sight (7/day) (Su), Inquisitor Domain: Exploration, Judgement (1/day) (Su), Magical Linguist
Combat Gear Bolts, Crossbow (10), Bolts, Crossbow (10), Chain Shirt, Crossbow, Light, Dagger, Shield, Light Wooden; Other Gear Backpack (14 @ 3 lbs), Bedroll, Flint and steel, Pouch, belt (1 @ 0.12 lbs), Rations, trail (per day), Waterskin
--------------------
SPECIAL ABILITIES
--------------------
Arcane Mark (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Arcane Mark once per day.
Comprehend Languages (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Comprehend Languages once per day.
Door Sight (7/day) (Su) By touching a door for 1 minute, use clairvoyance on the other side.
Inquisitor Domain: Exploration Associated Domain: Travel
Judgement (1/day) (Su) Variable bonuses increase as the combat continues.
Judgement of Sacred Destruction +1 (Su) Weapon Damage bonus.
Judgement of Sacred Healing 1 (Su) Fast Healing
Judgement of Sacred Justice +1 (Su) Attack bonus
Judgement of Sacred Piercing +1 (Su) Concentration and vs. SR bonus
Judgement of Sacred Protection +1 (Su) AC bonus
Judgement of Sacred Purity +1 (Su) Save bonus
Judgement of Sacred Resiliency 1: Magic (Su) DR/magic
Judgement of Sacred Resistance 2: Fire (Su) Energy Resistances
Judgement of Sacred Smiting (Magic) (Su) DR bypass
Low-Light Vision See twice as far as a human in low light, distinguishing color and detail.
Magical Linguist +1 effective level for [Language-Dependant], glyph, symbol, or writing-related spells. +2 save vs. these spells.
Message (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Message once per day.
Monster Lore +4 (Ex) +4 to Knowledge checks when identifying the weaknessess of creatures.
Read Magic (Magical Linguist) (1/day) (Sp) With Charisma 11+, cast Read Magic once per day.

Hero Lab® and the Hero Lab logo are Registered Trademarks of LWD Technology, Inc. Free download at http://www.wolflair.com
Pathfinder® and associated marks and logos are trademarks of Paizo Publishing, LLC®, and are used under license.


I love the way the module in the Beginner's Box Game Master's Guide is laid out. It's clear and easy to read, easy for a newbie/multi-system gm to understand what needs to happen in each room. I'd love to see this spin off into a series of Pathfinder beginner modules.

Maybe I'm the only one who'd buy a series like that, but I could see it being nice for GMs who are working their way up to more complicated products like the APs.


So, I've decided to run the Harrowing as a weekend mini campaign. I'll be skipping the initial events, jumping to the players getting pulled into the Harrowed Realm. Everyone will be playing pre-made characters.

My plan is to put together a collection of 6-10 pre-made level 9 characters, that I'll print out in folders, with a brief description on the front. The players can then pick who best suits them without seeing the specifics.

I'd love any suggestions or character builds that people feel would work well for this adventure.


Just trying to understand how Spark works.

It allows a player to light an unattended fine object on fire, but a saving throw negates it. Unattended non-magical objects don't get a saving throw, and attended objects can't be targeted by the spell.

So then is the saving throw just for unattended fine magic objects?

Also, what qualifies as unattended?

I'm considering allowing my players some latitude for this spell, I'm just wondering what the risks would be. Being able to light someone's pipe from 25 feet away doesn't seem like something that would be overpowered. Being able to light their cloak on fire however, does.

I'm thinking of allowing it to light attend objects on fire, but with a perception check to resist the spell, as target notices the sparks and is able to move the object before it bursts into flame.

Any memorable spark stories, while we're at it?


We've been discussing the possibility of a Deaf Oracle in an upcoming game, and someone asked about lip reading. I'm not able to find any rules on either lip reading or sign language.

I'm thinking sign language is pretty straightforward, just treat it as an "other" language, cost a point in linguistics to learn it, require a hand or both hands free to speak it and it should work. Perhaps add a sleight of hand check for performing with one hand full.

Lip Reading on the other hand, I'm unclear on. Possibly require a perception check to read the lips, and then a linguistics check to, to cover the number of words that are understood.

Has this come up for anyone else?


Looking at the various bard archetypes, and I do not understand when stealspell would be useful. Can someone please explain it to me?


I'm about to run CoT for two groups, one that I know fairly well and another that I've only recently met. Should be interesting, and I'm taking notes as I prepare, looking for things that might trip me up.

When I got to the descriptions of the dolls in Delvehaven, I knew I had a problem. At least 2 of my players are going to try to adopt one or more of the dolls. I'm not sure of what mechanics I should use for this. I'm thinking a combination of good roleplaying and good diplomacy checks will be required.

Any thoughts would be helpful.


I'm looking for Pathfinder players or GMs in the Vancouver BC area.
It would be nice to get a society game running.


I'm looking for information about the Vancouver, BC Pathfinder society, or Pathfinder players in the area. Far as I've been able to find, nobody is running anything at the moment except for private games.


I'm about to run a game of pathfinder for some friends, and I'm a bit rusty.

I've been putting together things I might need/want to make the session smoother.

Battlemat - Chesex Megamat
Wet Erase Markers
Pathfinder DM Screen
Gamemastery Initiative Board
Various tokens and markers.
Dice.

With this in mind, is there anything I'm clearly missing, or anything people can suggest?

I'm considering getting the condition cards, maybe a few other things. Any recommendations?


How much of a problem is it to run an AP before it's completely published?

I was thinking of running Carrion Crown at my FLGS as it comes out, but on the forums I've read people suggest that only a fool would run an AP before completely reading it.


A standard trope of fantasy is the traveling shop, a magic shop that while it isn't always there, once it's there, it's always been there.

My favorite version is the Discworld version, but the concept is one I've always been fond of. Some magic, greater than the players can comprehend has cursed the operator of the shop to serve adventurers by appearing in the town and offering them various magical goods for reasonable prices. Occasionally the items are more than they bargained for, but rarely are such items actually dangerous, just a little unusual. Asking for a refund generally won't work, because by the time you return to the place where you entered the shop, it won't have been there anymore.

So, does this fit into Golarion, specifically into some of the APs as a way for the players to get access to magic items that they otherwise couldn't find?


So, I know that some of these are out of print, but I'm curious as to how hard it would be to pull together a full set of them.

Has anyone tried? How was your luck?

I know I saw a full set for sale from Dice Bag comics in Duncan at Gotta Con in Victoria this weekend, they wanted $140+ for the whole bundle.


So, here's my situation. I'm looking forward to running Carrion Crown, once it comes out, but I'm thinking of running some of the modules in the mean time, but I'm really more interested in running one of the adventure paths.

I managed to get a(n almost complete, missing 4th volume) set of Rise of the Runelords during a BGG Local Math Trade. I've also managed to get a copy of the first of the Council of Thieves. I've read through both of those, and they're both looking pretty cool. I'm thinking Council of Thieves might be a better choice, since it's all Pathfinder, rather than 3.5.

I had considered Kingmaker, as it is fairly highly spoken of, but I'm thinking that some of the sandbox aspects won't go over all that well with this group.

Serpent's Skull seems interesting, and people have praised it also, but I've yet to read any of it.

Carrion Crown definitely sounds like something I'd like to run, partially because I've got a fairly battered copy of Ravenloft and Masque that I'm wanting to run. I'll likely have to do a conversion to Pathfinder, but it doesn't seem like it'll be all that difficult.

So, given the choice of running Rise of the Runelords which I've already got handy but which requires some conversion, or running Council of Thieves, which I'll still need to get, any information towards making that choice would be appreciated.


So, here's the situation :

I've gamed a bit over the years, some 3.0, 3.5, Cthulhu, various other systems. I've run some games over the years and I'm currently playing Shadowrun with a few friends, which is fun, but I'm craving a bit of Swords and Sorcery.

I've got some friends who are into fantasy and gaming, specifically WoW, board games, but haven't actually roleplayed before. I'd like to try to get them into some roleplaying, and given the options, I think pathfinder is the way to go about it.

So, given all that, I'm looking for some advice on how to get started with Pathfinder.

The first move is to pick up the Core Rulebook, but after that I'm not sure where to go with it.

Over the years I've purchased a few books, with the intention of getting into them, but not managed to get a game started. Foremost on this list would be the Dresden Files, a great universe, but a bit of a esoteric system. I'd like to avoid that happening with Pathfinder.