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looking for some PF1 players in NE Georgia. Library in Clayton GA is available.
I'd prefer to GM in a PFS Org Play format if people need to learn the rules as it is easier than a home game situation and your character can be played at Conventions (Dragon*Con). Otherwise we can go Home Game with a PFS rulebase.
Otherwise we can do Call of Cthulhu, Stormbringer, or GURPS.

===
Hiawassee, Dillard, Clayton, Clarkesville, Demorest, Cornelia, Toccoa, Helen, Cleveland, Dahlonega...


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this is a tweaking and better description of the spell Twilight Knife:K3. I think it's a reasonable spell that needs a little improvement and clarification.

Twilight Knife (TwlgtKnf) (replacement)
School: evoc[frc]; Domain: magic(arcane), trickery, void;
Level: arcanist 2, bloodrager 2, magus 2, uc-summoner 2, sorcerer 2, witch 2, wizard 2, occultist 2, psychic 2, spiritualist 2.
Casting Time: 1 standard action
Components: V, S, F(knife, dagger, or kukri)
Range: Close(25 +5*↓[CstrLvl/2])ft
Effect: floating weapon(dagger) of force (see description)
Duration: CstrLvl r (Đ)
Save: none; SR: Yes
DESCRIPTION
You create a transparent floating dagger-like object of dusk force which nebulously blurs and then focuses sharply as it attempts to flank and attack the same creature as you within range each round. If you choose not to attack a single creature, or you make an attack that affects multiple opponents, the knife makes no attack during that round (unlike Spiritual Weapon).
The twilight knife makes a full round melee attack attempting to flank using your CstrLvl as BAB and SAS(Spellcasting Ability Score) bonus as Strength or Dexterity(see Weapon Finesse) as +(CstrLvl +SAS) (1d4 P|S +SAS, crit 19+ *2)[force] dmg & ↓[CstrLvl/4]d6[force] precision dmg (like a rogue) with flank or against foes that are denied their dexterity bonus to AC. The dagger may attack multiple times using its BAB in the usual manner but may only gain precision damage on the first attack as it comes into focus. The twilight knife does not provide flanking although it can take advantage of it, cannot make an AoO or Combat Maneuvers, gains the effect of blur, counts as magic for purposes of DR, and can move within the caster’s range adjacent to its target after the caster attacks a single target (otherwise it stays in the last square it was in but does not impede movement). While a force effect it can gain P or S damage which is a spell option set during the casting. If the caster attacks an illusion, phantasm, or phantom then the twilight knife also attempts to attack that target.
As a full round action the caster may transfer a touch spell with a standard action or less casting time and a single effect (such as Shocking Grasp but not Chill Touch) onto the twilight knife which it will attempt to discharge at the first opportunity, the transferred spell is a held touch spell.
A twilight knife cannot be harmed by physical attacks, but burning hands(spells doing energy damage that could affect (worn) objects), (greater) dispel magic, disintegrate, (minor) globe of invulnerability, obscuring mist(provides concealment), shield(provides AC), a sphere of annihilation, or a rod of cancellation affects it. A twilight knife’s AC against touch attacks is 12 (10 + size bonus for Tiny object) plus your Dexterity modifier, blur grants it a 20% miss chance from concealment.


something from the old AD&D days
PF1: General channeling Feat or an Alt Domain power

Turn Champion General
Req: Channel Energy class feature

A divinely powered caster can turn a champion of a diametrically opposed moral or ethical alignment forcing the creature to withdraw if successful.
Target within Close range (25 +5*[CstrLvl/2])ft and of diametrically opposed alignment choosing one of (G vs E), (L vs C).
Enhanced Level Check: 1d20 +Cleric Level +SAS +circumstance ≥ Paladin(or similar class) Level + Will save. If the check is successful then the target is forced to Withdraw at his speed for (DC difference/5, minimum 1)d4r (retreat away from ability user). Note: Withdraw is not as severe as Flee.
Successive attempts within 24 hours on the same target accrue a -2 circumstance modifier for the channeller.

note: Spellcasting Ability Score(SAS), Good(G), Evil(E), Chaos(C), Law(L).


In a recent thread - - {assume AoN unless stated otherwise}

DnD3.5 Hippogriff on d20srd Str:18, HD:3d10+9, load:lgt 300, med 600, hvy 900.
DnD3.5 Carrying Capacity
STR 15 -> Lgt:66 lb. or less, Med:67-133 lb., Hvy:134-200 lb.
STR 18 -> Lgt:100 lb. or less, Med:101-200 lb., Hvy:201-300 lb.

PF1 Hippogriff on AoN Str:15, HD:3d10+6, load:lgt 198, med 399, hvy 600.
PF1 Carrying Capacity & Encumbrance Effects {identical}

so you can clearly see the *3 scalar for Large size was used in both cases.

It's rather unrealistic as is the game model.
In game terms a scalar would have to be added to 'natural fliers' and another for 'magical flight', then the spell Fly and Overland Flight examined as spells generally operate off caster level or spellcasting ability bonus. Encumbrance rules for fliers would have to be created which would impact Fly Checks and gaining altitude. If you go to all that trouble then you'll have to check the body mass of natural fliers and lessen it... it's a good topic for the Homebrew forum.

The quadruped carrying capacity is what it is and I don't think it's worth fooling with in *this* thread but let's say it's the Maximum upgrade for flight carrying capacity herein.

Carrying Capacity & Encumbrance effects on d20pfsrd

Fly Skill
Spells - Glide:T2, Fly:T3, Overland Flight:T5

From reading(Birds, Raptors) Birds lifting weight about half their actual weight is considered reasonable. Wing span and design, wind conditions and terrain are factors. Champion lifters do about 1.6* to reportedly *2 their body mass. The second reference gives body mass of the bird as well as lifted weight.


Magical Lineage(Magic-basic) needs to read {fluff} "Choose a spell of First to Third level from the spell list of your character's first class and write it after this feat on your character's description. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level up to 3 times per day. This trait works with up to one other feat or character class ability (but not other traits) that lowers the metamagic cost of casting a spell. This trait does not lower the cost or price for magic item creation."

Wayang Spellhunter(Region) needs to read Requirements:region Minitan, {fluff} "Starting language common(Taldan) is replaced by Minatan(see Tian Xia). Choose a spell of First to Third level from the spell list of your character's first class and from the schools of Abjuration, Conjuration, Divination, Enchantment, Illusion, or with a descriptor of [darkness, light, mind-affecting, ruse, shadow] and write it after this feat on your character's description. When you apply metamagic feats to this spell that add at least 1 level to the spell, treat its actual level as 1 lower for determining the spell’s final adjusted level up to 3 times per day. This trait works with up to one other feat or character class ability (but not other traits) that lowers the metamagic cost of casting a spell. This trait does not lower the cost or price for magic item creation."
optional- "This feat can be retrained (like a Racial Trait) when gaining a new level (cost:200*new class level GP taking 20 nonconsecutive days)."

while some of that is a bit redundant, I think it's good to state it up front so new players don't get the wrong idea.


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this is a popular topic, so in summary

I'd like to see some numbers threads:
>> Best Two Handed Weapon 2013-2015 chat, link to Pirate's DPS data on 2013.
>>->  Pirate's weapon data results for Ftr12 2011 12th lvl Fighter with common feats and actions using various weapons analysis-> Falcata, Elven Curve Blade, Flambard.
>>->  Pirate's DPR weapon data results 2011 .
>> Best Weapon in the Game 2014 mixed data and chat, link to Gwen's data sheet 2014, link to Viking's guide 2012. Recognition that build, Str|Dex, feats determines usage and 'best' weapon.
>> DPR Olympics 2009-2018+ focused data using classes.
>> DPR Summer Olympics 2011-2018+ focused data using classes.

I'm sure there are others that give Damage per Strike|Spell(?)(DPS) and Damage per Round(DPR)...

Mainly chat threads:
>  Best Weapon for Two Weapon Fighting 2010-2013 chat.
>  Overall Best DPS Weapon Debacle 2011 falcata or greatsword.
>  Best Weapon 2013 .
>  DPS table unbuffed chars 2013 chat & brainstorming criteria, see post #79 .
>  Best Monk Weapon 2011-2019 chat.
>  Overall Best DPS Melee Build 2015 chat & brainstorming.


Vermiseffodi Helminth Swarm
N Fine vermin(swarm)    CR 3    XP 800
Init +2; Senses blindsense 30 ft., scent 30 ft., tremorsense 60 ft.; Perception +7

DEFENSE
AC 20, touch 20, flat-footed 18 (+8 size, +2 Dex)
hp 13 (2d8+4)
Fort +3, Ref +2, Will +1(+5 vs mind-affecting or illusions)
DEF Abilities: swarm traits; Immune weapon damage, Resist Acid 5, Cold 5.
Immune gaze attacks, sight based attacks, visual effects, mind-affecting effects
Weaknesses blind.
Vulnerability: Cyanide, borates, quicklime, alkali salt or flask.

OFFENSE
Speed 10 ft., climb 10 ft., burrow(soft) 5 ft., swim 20 ft.
Melee swarm (1d6) distraction then consume, infest, lethargy; bite +1(1d4) infest, lethargy
Space 10 ft.; Reach 0 ft.
Special Attacks: consume, distraction (Fort DC 13), infest (Fort DC 13), lethargy (Fort DC 13)

STATISTICS
Str 1, Dex 14, Con 14, Int 1(as swarm) 0(otherwise), Wis 12, Cha 2
Base Atk +3 ; CMB --; CMD --
Feats: Step Up
Skills: Climb +10, Perception +7; Racial Modifiers +4 Perception, +8 Climb(climb speed).
Languages: –
Attrib: does not breathe or sleep, but rests flat-footed 1 hr in darkness every 4 hrs.

SPECIAL ABILITIES
> Burrow: vermiseffodi can burrow through rotting wood, earth, mud, rope, leather and other permeable materials. It can not burrow through wood, stone, metal, or objects with a hardness of 3 or more.
> Infest(Ex): the worm swarm invades and attempts to infest targets in and adjacent to itself and those injured. Adjacent and injured creatures must make a Fortitude save (DC 13 negates) or be infected with Pernicious Anemia.
> Consume(Ex): a worm swarm can rapidly drain a creature of vital fluids and soft flesh, this attack has no effect on creatures that do not have blood or bodily fluids such as solid Constructs, Elementals, non-corporeal Undead, otyughs. Helpless, nauseated, unconscious or corporeal Undead targets take 1 point of Con damage (if applicable) and (1d6) damage. If the blood of the target creature imposes damage or a penalty (such as acid blood) the swarm suffers that effect if applicable after inflicting damage.
> Lethargy (Ex): Creatures damaged by Consume or that take 6 or more points of damage in a round must make a Fortitude save (DC 13 negates) or be fatigued for 4 rounds. This is not a poison effect. The save is Constitution based.
> Lesser Hive Mind (Ex): gains a very rudimentary sentience as a swarm increasing its INT by 1 per 2 HD up to a maximum of INT 3. It keeps it’s type and other attributes. It loses immunity to mind-affecting spells and gains a +4 on saves versus mind-affecting spells and illusions.
> Pernicious Anemia(Infestation): a slowly lethal infestation(affliction) (see Horror Adventures if you use those options) of the host by minuscule parasitic worms. Dead adult worms can be identified in stool with a successful Diagnose Disease versus the DC of the Fortitude save, the eggs are microscopic. Immunity to Disease does not affect this infestation. This infestation cannot affect Constructs, Elementals, Plants, Oozes, non-corporeal Undead, otyughs, or extraplanar Abberrations.
   Type infestation, contact or ingested; Save Fortitude DC 13 and +4 DC after 14 days; Onset 3 days; Frequency 1/week; Effect 1 Con damage which can be avoided if the save is made by 4 or more, and fatigued 2d4 hours then 1d4 hours each day for the next 1d6 days; Cure 2 consecutive saves. The infestation can be ended using Remove Disease if the caster’s level check can overcome the DC +2 of the Fortitude save, in any event Remove Disease ends the fatigue effect for the week.
> Consumption (Ex): a swarm that uses Consume on a creature with a spellcasting class feature or with spell like abilities gains the Advanced Template (+1 CR){+2 natl AC, +4 Abils except INT} after 3 rounds and can retain the template for up to 1 week. If the creature dies due to swarm damage (and is consumed) then the template can be retained for 1 week per HD or Spellcasting level (whichever is greater). Afterwards the vermiseffodi simply gains 1 HD and extends the duration for each such creature consumed. When it loses the Advanced Template any extra HD gained also are lost. Consumed bodies are but dried dusty tailings of the destroyed victim and millions of microscopic eggs which remain viable for 6 months (Pernicious Anemia contact, Fort DC 13).

Ecology
Environment: swamps, marshes, underground crypts and lairs
Organization: solitary
Treasure: none or in a crypt a single ring or similar tiny shiny object worth up to 800GP.

Description
Vermiseffodi swarms are both a bane and a boon. They form occasionally when an abundance of parasitic worms have gathered in an area from the consumed bodies of sentient creatures that have not been cremated or embalmed. A cache of infested sentient creatures within 60 ft that have a combined INT score of 70 or more and have been infested and slain by Pernicious Anemia have a small chance of spawning a vermiseffodi swarm. The swarm has a rudimentary hive-mind and is smart enough to avoid obvious dangers, seek out new food sources, and recognize a creature that is resistant to its Infest or Consume abilities. Tomb builders choose dry locations and line the tomb with stone for many reasons. Not surprisingly otyughs may keep a swarm as a ‘pet’ or later special treat when times are lean. Fey consider them an especially repulsive and ugly pest.

have fun 8^) Azothath
I'm not sure that the CR is set quite right, but I'd guess 3-4 as the number of Special Abilities is considerable and they are not very deadly as they are slow and do little damage as a base creature, the Step Up will surprise tacticians. The infestation is quite ... pernicious. I don't know that I'd move any (Ex) to (SU) other than Consumption.
Three to four minor undead ex-clerics later and the little swarm is rather dangerous... tomb raiders anywhere?
Likely some formatting issues but I'm sure people will point them out. I'm quite good with the "> "bolding as it is there to accentuate and separate the entries without extra lines in this simple text based format.

4/5

There are a few constructs available as familiars within PFS in general(Addt'l Res) or by Chronicle(c).
-> to avoid spoilers don't post which scenario/adv path/module unless it is clear by the Addt'l Res entry <-

There are upgrades for homunculi(homunculus) in the CRB(HD) and Alchemy Manual.
Poppet Familiar gets some augmentations as the master gains levels and pays for them.

that's it.

...

I'd like to see some options for the others moved into the legal arena from existing published materials.

Homunculus
Familiar Automaton
Soulbound doll(c)
Migrus Locker
Poppet Familiar
Alchemist-Tinkerer Clockwork Bond Familiar
Wizard-Clocksmith Clockwork Bond Familiar
Occultist Soulbound puppet{temp}

Archetypes are available; Ambassador, Bloodline, Egoist, Emissary, Occult Messenger, Patron, Prankster, Sage, School.


there are various advice pages and posts out there. Most are older but offer some reasonable advice. I've read them and it seems to be somewhat of a mess so while I've come late to the party I'll add my advice.

1) replacing an animal companion has no cost it just takes some time, so it is really more about roleplaying continuity or being down a class benefit for the rest of an encounter or two. Nobody wants to put their old companion out to pasture, but hey, nature and game design are a cruel thing. So plan to replace your companion at 3rd or 4th, 7th, and maybe 9th. yeah...
This WILL impact costs as animal gear can be overly specific but it isn't anything daunting. The scrolls or potions you use on your creature will far exceed the gear cost. One thing to keep an eye on is body slots, especially in PFS. This is mainly about slotted magic items so if you want to get an odd form, make sure you can use the item during the companion's hiatus (the companion will change again in a few levels).

2) ask your GM about racial bonuses. Don't be surprised if your GM says your animal companion has none. The 'newer' animal stat blocks have been shying away from racial modifiers and putting them under Special Qualities and Feat descriptions where they are not accessible by companions. Mostly it is just 4-8 skill points that have an environmental restriction. So read the creature(monster) description closely.

3) don't forget about proficiencies and skills. Light armor training is almost mandatory. If the companion has scent he needs a rank in Survival. At 5th level make sure your companion has a rank in Fly skill.

4) Feats... so many options but it really comes down to basic needs and a melee strategy, aka Str or Dex based, pouncing or flying or a special attack.

5) The list of Tricks have expanded. This makes a Bridle of Tricks better (Deliver, Guard, Rescue) at 900gp. A PC has to roll Handle Animal with every command for a trick (unless the animal will do it naturally as the situation demands). So a PCs Handle Animal skill needs to get to +11 or better, so yes, Animal Companions are a drain on skill points.

6) that first ability point gain... +1 INT. This is for the ubiquitous meta-gaming that goes on in the game. PCs want their animal companions to act intelligently and expect it, so put your point where it will help the most in command and control. Your companion will understand common but won't be able to speak it (with a very few uncommon exceptions).

Lastly, realize that an animal companion is a moderately squishy combatant particularly when it comes to spells or complex situations. They are not a Paladin or Barbarian replacement (mostly).

Choices are somewhat stylistic but my ranking is below. It is top down(higher on the list is better).
I only considered small to large sizes as dungeon crawls are a thing AND I only list PFS acceptable creatures.

Pterosaur Quetzacoatlus sz:lrg level:9, fly is clumsy.
--- 7th level ---
Roc sz:lrg lev:7, fly-avg.
Dinosaur Velociraptor sz:med lev:7.
Big Cat (Tiger) sz:lrg lev:7 (and not bad at 3 either).
Dinosaur Tyrannosaurus sz:lrg lev:7.
Devil Monkey sz:lrg lev:7. Biped[hands] so can grasp AND has all slots.
Megafauna Megalocerous sz:lrg lev:7.
{not as good as the top 6}
Shissah Horse sz:lrg lev:7. This is for those with restricted mounts.
Yolubilis Heron sz:lrg lev:7, fly-avg.
Megafauna Baluchitherium sz:lrg lev:7.
Dire Bat sz:lrg lev:7, fly-gd.
Owl Great sz:lrg lev:7, fly-avg.
Ape sz:lrg lev:7. Biped[hands] so can grasp AND has all slots.
Megafauna Chalictherium sz:lrg lev:7, climb.
Lizard Monitor sz:med lev:7, swim.
Pterosaur Dimorphodon sz:med lev:7, fly-avg.
Mome Rath sz:med lvl:7, climb.
Faerie Mount dog sz:med lvl 7.
Lizard, Giant Chameleon sz:lrg lvl:7, climb.
{many others...}

--- 3-4th level ---
look at the above. In general 7th level advancers are better than the bulk of 4th level advancers. Options are;
Allosaurus sz:med
Ankylosaurus sz:med
Arsinoitherium sz:med
Deinonychus sz:sml
Diplodocus sz:med
Elasmosaurus sz:med
Elephant sz:med
Rhinoceros sz:med
Mantis, Giant sz:med

--- 1st level ---
Heavy War Horse sz:lrg lvl:1. Advanced template means it's better than most 1st and 2nd level animal companions, Surprise! Sure it's not a flier BUT equipment is plentiful and cheaper than exotic gear thus perfect for low level. At lev:3 it can become your mount and pick up a companion for fighting. So at level 1 & 2 your animal companion should be considered disposable and you should not spend any gold on their equipment. It sounds harsh but that 500gp can be spent elsewhere and to better effect. Choose a big cat or other highly rated animal and don't worry too much about it.
Dire Bat is sz:med but a good choice for smaller PCs who want a flier.
Dire Bat, riding, combat trained sz:lrg is a good purchase choice outside of PFS(which restricts the purchase of "dire" animals) at low level IF you are going to do Dire Bat at 3rd,4th or 7th lev. If your sensible GM follows CR restrictions on animal purchases you can't get this until lev:4.


this could have been in the Pathfinder Society forum but it's really more about limiting feats, archtypes, etc to something more PF centric that is usable in most games

Class Guides which are mostly circa 2014 for Paladins. It is now 2019...
Archive of Nethys to check PFS suitability.

You can pick a race but it might be best to just use a human as aasimars are hard to come by and other races just let you tweak an ability score here or there although some racial weapons and abilities are nice. Available races are races: human, dwarf, elf, gnome, half-elf, half-orc, halfling, ifrit, kitsune, nagaji, oread, sylph, tengu, undine, and wayang. I'll add ratfolk, samsaran, suli, vanaran as those are relatively easy to come by.

Ability scores(20 pts) and three good sets (before racial bonuses) that don't compromise too much are; 16,16,10,10,10,10; 16,15,14,10,10,8; 16,14,14,10,10,10.

Multiclassing, hmmm... I like it in general and there are some good combos; Oracle, Sorcerer, Bloodrager, Inquisitor(?), Wizard(Diviner), Monk(type){thinking Iomedae}. Some are dips(1-2 level) and others are more in depth with archetype synergy but I'd prefer to keep at least one-third the character's levels in Paladin otherwise they're something else with a Paladin dip... This is where the PFS constraints will hit hard as you step out of the Paladin box.

There are a couple of roles with Paladins; archers, two-handed weapon users(greatsword), reach weapon users, sword and board(longsword and shield), two weapon users(gladius), mounted(lancer){as the mount rules are overly simplistic}, castigator(intimidate), recovery(medic).

Acquisitives 4/5

We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under 7500 credits.

This list contains basic core items for Home Games and SFS use (SFS--> Home Game is pretty much guaranteed for standard items).

For SFS remember to check your Reputation and Character Level as not everything is 'always available'.

Remember that Fame/credit values can be split on Raise Dead and Vendor Program bonuses make you very hard to kill... just in case you forget.

Posting template
Item name (slot/boon) Level(L)&(¢)Price credits source: short description.

example:
MedKit, basic () L1 ¢100 SCRB: DC25 Medicine to treat deadly wounds.

4/5

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).

This list contains basic core items for Home Games and PFS use (PFS--> Home Game is pretty much guaranteed for standard items).

For PFS remember to check your Fame as not everything is 'always available'. Fame <5 {Maximum item price} $0!, 5-8 $500, 9-12 $1500, 13-17 $3000. You should be getting 4-6 Fame per level and as you cross the thresholds things become 'always available'.
Remember that PA/$$$ values can be split on Raise Dead and Vendor Program bonuses make you very hard to kill... just in case you forget.

I've updated the list with good practical items. There are other good options posted in the thread.
Link to the 2018 list
Link to the 2017 list

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===(sorted by ascending price)

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) PeopleotN ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use] and important to have only 1 on you at a time. Circumstantial before you get a Cloak +2 $4000 (shoulders) CRB.

Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...

Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.

Wand: Cure Light Wounds -or- Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.

casters: get a wands with an escape/defense spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.

Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy. Likely you'll also need Scroll: Invigorating Repose(dwarf|Torag) 5@9 $1125 (none) which gives you CL/2 r to get the first scroll off, you'll probably have to give Torag or his friends some kind words that morning.

Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Put on the Aegis THEN put on a Talisman(s) for when the Aegis disintegrates the Talisman can become active, it's a 1-2 combo to save your bacon.

cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).

Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50 or 1/d $500 (cheaper than Snapleaf).
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600
. . Talisman of Pentacle, Lesser 1@1 $600 Horror Adventures. Grants a second saving throw against an evil possession/charm/compulsion affect that exercises control. If you succeed, then it casts protection from evil on you for a 5 round duration.
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and work for the whole table.

for casters with familiars Bloodstone Collar $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.

Spring loaded wrist sheath 1@$5 2@$10, (wrist), AdvtrArmry. Pop wands, potions, and scrolls as a swift action (Action Economy). Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Anointing Oil $25 ARG. A nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

IF there's no Rogue in the party Scroll: Aram Zeys Focus 2@3 $150 (none) will be handy, 2PA=[5] on one scroll.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 AlchMan. +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. {corner case on the scribing} If you buy scrolls using cash at half it pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure. I usually buy wands and scrolls using PA.

Four-leaf Clover $3750 (none) OccA. free actn +2 luck single ability chk, skill chk, or save 3/day. Probably the "sweet spot" in luck bonus items

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell ;-)

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item). Disguise Weapon is an alternative.

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

Chronicles - check them for wands with fewer charges or small batch ammo. You can always buy the wand later if you don't have the cash now.

=== Combat ===

Smoke Stick $20 -or- Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

various Weapon Blanches $5-$200 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $5 silver, $100 adamantine, $200 ghost salt{ghost touch}PS FldGd.

Oil of Bless Weapon $50 CRB. Std actn to apply then 10r of effect vs Evil creatures.

Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.

Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reuseable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

Swarmbane Clasp $3000 (neck) Ult Equip. Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it. Similar to Golembane Scarab $3000 (neck) usefulness.

don't forget to scan the thread for other ideas

=====

just so people know...

a lot of the items above are Core Rule Book(CRB) and it is usable in the CORE Campaign.

there are a lot of basic goodies in the Advanced Player's Guide(APG).

Ultimate Equipment(UltEquip) has a lot of equipment, reprints and some clarifications.

If you have an animal/familiar/mount or are a GM in a home game Animal Archive(AnmlArchv) can be very handy. Check the sidebar on Additional Resources for handy Blog posts!

Advanced Class Guide has some unique things but in PFS they may be race specific, particularly spells.

Alchemist's need the Alchemy Manual(AlchMan), no surprise there.

Ioun Stones are in the Pathfinder Society Primer(PSPrmr).

Pathfinder Unchained(PUnchd) if you are going Monk, Rogue. The summoner got balanced.

There are expansions for spellcasters and melee/ranged types. Supplements get a bit specific from here so I'm stopping with the above. Remember to review the class guide to your class.
Messageboard Class Guides
Zenith Games Pathfinder Guides

Lastly, when rooting around you'll have to do 3 searches.
d20pfsrd search is fast but no PFS legality marker and some names have been changed.
ArchivesOfNethys is the acting PF PRD and notes PFS legality with an icon, but hit search link between searches...

pathfinderwiki is good for background, domains, and the odds and ends of the official PFS world golarian.

*updating so hold on...*

4/5

I know there is an old post/comment on this topic... just having issues finding it. It is a critical nerf to Shadow Projection spell.
Of course J. Jacobs commented in the opposite so NOT looking for that as this is a PFS Specific thing.
it is probably buried in a blog post or comment circa 2012-2014...
any help?


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Hagcloth
A dull sheened rough textured durable silk cloth obtained from hags and covens with connections to the abyss for hagcloth is woven from soul larva silk. Normal mordants and dyes have little effect upon the color and special methods must be used yet the cloth remains matte and rough textured. Hagcloth is used to produce various cloth products.
Hagcloth can be used to make masterwork items such as; clothes, ropes, nets, whips, cloth and padded armor, or interwoven and lacquered to produce some light armor and shields. Hagcloth items have energy resist acid, cold, electric, and fire 5, gain +2 to resist sunder attempts, break DCs increase by +2, and provides the wearer protection or gains weapon qualities as listed below. Spell failure chances for armors and shields made from hagcloth are decreased by 10% and armor check penalties are decreased by 2 (to a minimum of 0).
Hagcloth has 10 hit points per inch of thickness and hardness 5.

Type of Hagcloth Item | Resist Acid, Cold, Fire for wearer. | Item Cost Modifier(includes masterwork quality)
clothes, capes, cloaks, light armors: ceremonial, cloth, padded, deep diving suit, inssuit | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb(1/2 lb minimum)
light armors: cuirass lamellar, haramaki, armored kilt | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 300 gp + 500 gp/lb(1/2 lb minimum)
light armors: leather, hide shirt*, leaf, studded leather | Resist 2, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 500 gp + 500 gp/lb
light armor leather lamellar, nanite ablative armor, scatterlight suit, HEV suit, spacesuit | Resist 3, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 750 gp + 500 gp/lb
shields: buckler, light wooden/quickdraw | Resist 2, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb
cestus, net, snap net, whip, scorpion whip, bladed scarf | qualifies as Evil for overcoming DR, cost reduced by 750 gp for one enhancement of; acidic, frost, flaming, shocking, bane(good outsider), unholy. | 750 gp + 500 gp/lb
gauntlet, spiked gauntlet, club, light mace, quarterstaff | qualifies as Evil for overcoming DR, cost reduced by 1000 gp for one enhancement of; acidic, frost, flaming, shocking, bane(good outsider), unholy. | 1000 gp + 500 gp/lb
Other cloth or rope items | Resist 1, cost reduced 10% for one enhancement of resist energy [acid, cold, electric, fire]. | 250 gp + 500 gp/lb(1/2 lb minimum)

note: * hide shirt is made to quickly remove with catches requiring no mending.


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Shadow Walk, Lesser spell
School Illusion(shadow); Level: bard 3, medium 3, occultist 3, psychic 4, sorcerer/wizard 4, witch 4
CASTING
Casting Time 1 std action
Components V, S
EFFECT
Range touch
Target creature touched (and his ridden mount or grasped animal companion)
Area of Effect -
Duration 30*CstrLvl min (D)
Save Will negates; SR yes
DESCRIPTION
as per shadow walk 341CRB except as follows.
A suggested rate of travel on the the original plane is measured at 50mph or 440ft/r while the subjects of the spell effect simply walk at 30ft/r on the shadow path. This results in a multiplier of 14.67 for creatures with higher speeds, or that hustle long term, or run in short term situations. Lesser shadow walk does effectively stack with spells that increase speed such as phantom steed or overland flight. A familiar can be affected if touching its Master.
Lesser Shadow Walk can only be used to travel to locations on the plane it is cast on and the caster must have a fixed destination in mind when cast (to anchor the end of the shadow path, setting rough actual distance and direction). The spell effect ends when a creature wills itself and expends a full round action to step back onto the plane where the spell was cast or the spell duration expires, it then arrives at the the end of its turn flat-footed. Thus simply casting and touching a willing creature or a creature that fails its save forces that creature onto the shadow path and if it then steps back onto the original plane as a full round action it is transported to a random location within 100-1000ft at the end of its turn and is flat-footed.
Multiple creatures can travel together if the spell is cast on all creatures within a minute, otherwise drift occurs and each creature must succeed at a Survival DC15 and expend 10 minutes of travel to maintain their location for every 5 minute interval that passes. Creatures with the shadow subtype can maintain their location by succeeding at a Survival DC10 and expend the spell duration normally as they wait. Failing the Survival check indicates that the creature is lost along the shadow path. Base Survival DC's to track by ground conditions are 10 higher.
Falling during travel on a shadow path can occur but the spell lowers the accrued damage to one fourth the normal dice with a maximum of 5 dice.


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Homebrew Celestial Healing
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 1, cleric 1, magus 1, sorcerer/wizard 1, summoner 1, witch 1
CASTING
Casting Time 1 round
Components S, M(three drops of blood from a good outsider with Fast Healing or three dabs of anointing oil(1/96 16oz flask) or holy water(1/96 16oz flask) or an entire flask of anointing oil or holy water)
EFFECT
Range touch
Target creature touched
Area of Effect -
Duration CstrLvl r
Save Will negates(harmless); SR yes(harmless)
DESCRIPTION
You anoint a creature with the preserved blood of a good outsider with Fast Healing, or anointing oil, or holy water, giving it fast healing 1 for up to 10 rounds and if the target is of Good alignment gains CstrLvl (Maximum of 5th CstrLvl) in temporary hit points which fade after 1 hour. If the target does not have an evil aura then it temporarily radiates the aura of a good creature for the duration of the spell (making it targetable by spell effects as though it was Good) and can sense the righteousness of this spell's magic.
If a full flask of anointing oil or holy water is used as a material component then the spell's temporary hit points are conjured healing (as cure light wounds) and the caster's level is considered one higher. This replaces the usual effect of anointing oil or holy water.

Homebrew Celestial Healing, Greater
School conjuration(healing) [good]; Level 1; Domain healing; Subdoman agathion, azata; Level bloodrager 4, cleric 4, magus 4, sorcerer/wizard 4, summoner 4, witch 4
DESCRIPTION
As per celestial healing, except the target gains fast healing 4, if the target is of Good alignment gains CstrLvl in temporary hit points which fade after 1 hour, and a non-evil aura target radiates the aura of a good cleric.


I'm looking at spell lists that differ from a base class for PFS(so centric spells that are mostly balanced), in this case Wizard... so a spell list reason to dip or pick up some off list spells (Samsaran Mythic Past Life).
Bloodrager has a compressed list so there might be something interesting but there are some clunkers in their list.
rating:Excellent(!!!), Good(+++), Okay, Poor(---); and (Wiz Spl list). spells on both lists of the same spell level are not listed.

1: Barbed Chains(---), Biting Words, Blade Lash(---), Bloodbath(---), Cheetah's Sprint, Deadeye's Arrow{rel}, Fear the Sun, Firebelly{rel}, Frostbite{T}(!!!), Gorum's Armor{rel}, Ice Armor{rel}, Returning Weapon, Sense Fear(---), Shield of Shards{T}(+++), Stone Throwing, Touch of Bloodletting{N}{rel}(2nd)(+++), Tracking Mark{rel}, Warding Weapon.

2: Ablative Barrier{C}(3rd)(!!!), Bone Flense{T}(3rd), Final Sacrifice, Fire's Friend{R}, Gozreh's Trident{rel}, Huntmaster's Spear, Jealous Rage, Miasmal Dread{R}, Mindshock, Overstimulate, Perfect Placement, Reaper's Coterie, Scales of Deflection(---), Symbol of Exsanguination, Wild Instinct.

3: Animal Aspect Grt, Blood Salvation, Burst of Speed, Caustic Safeguard, Channel Vigor{rel}, Fey Form1({T}(4th), Force Hook Charge, Pyrotechnic Eruption{V}(4th), Runic Overload{V}(5th), Sky Swim{rel}, Temporary Graft{T}(4th).

4: Aroden Spellsword(3rd ---), Banishing Blade, Burn Corruption{R}, Caustic Blood{T}(5th)(+++), Dimensional Blade, Flash Forward, Furious Fire Barrage{V}(6th)(+++), Mask from Divination{D}(5th), Pellet Blast{C}(3rd ---), Scale Spikes Grt(3rd ---), Summon Flight of Eagles{C}(6th), Wall of Sound{V}(5th), Wreath of Blades{V}(5th).

I'm sure I missed a few that are racial{R} or maybe Religion{rel} requirements.


title like === Frank's Deadly Bumper Car === or request {for threading purposes otherwise it'll be a mish mash of posts}
Date & time: like THR morning 10am then back by 12pm or ASAP
Destination: such as Costco & parkway market, food store, liquor, piñatas, sushi restaurant...
Seats: something like 2
Gas share(if any): like $2 or just omit
Meet: such as hotel room, front lobby on right(seating area)
as this is a public venue I'd post your email but not your phone number, so ignore *$%^ characters in posts


I have a character for Organized play (PFS) that I'm playing. As it has been awhile that this combination has been chatted about, I'll throw this out for discussion.

Ability scores: STR 16, DEX 10, CON 12, INT 11, WIS 10, CHA 18

LG Magdh(wpn:scythe)

T1: Magical Knack(oracle)
T2: Blade of Mercy
F1: Power Attack
L1: Paladin 1(Fav'd Class); Detect Evil, Smite
L2: Oracle Mystery:Nature Archetype:Warsighted (Martial Flexibility), Curse:Legalistic, Channel:Pos
F3: Weapon Focus(Greatsword)
L3: Paladin 2; Divine Grace, Lay on Hands
- at this point there are two ways to go -
A4: +1 STR (+1 INT would be nice, but...)
L4: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
F5: Furious Focus
L5: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L6: Paladin 5; Divine Bond(Weapon)
F7: Step Up
L7: Paladin 6; Mercy(Dazed)
A8: +1 STR
L8: Paladin 7; Smite 3/d
F9: Extra Rev: Nat'l Divination
L9: Paladin 8; Aura of Resolve
L10: Paladin 9; Mercy(Confused)
- or desiring more Oracle abilities and the Revelation at Orcl3 -
L4: Oracle Myst Spl(charm animal)
L5: Paladin 3; Aura of courage, Divine health, Mercy(Deceived)
L6: Oracle Revelation
L7: Paladin 4; Channel positive energy for LoH[2], smite evil 2/day
L8: Oracle{@4th effective CL 6} Myst Spl(barkskin)
L9: Paladin 5; Divine Bond(Weapon)
L10: Paladin 6; Mercy(Dazed)

I think the first progression is better.
Rather than the Mercies Sickened then Diseased which can be cured by spells I chose Deceived and Confused. The character is also fey focused and these are handy when dealing with fey.


It's common practice to wear a wondrous item and mundane items in the same slot.
Examples are;
* an Aegis of Recovery and a holy symbol and a signal whistle.
* a Cloak of Protection and a backpack and a bandolier.
* magical rings and a platinum ring(focus for Shield Other) and a signet ring and jewellery rings.

Can you wear multiple wondrous magic items in the same wondrous item slot?

What happens if you wear it(wondrous item) in the wrong slot?

If you wear multiples in the same slot which is active and how do you determine that?

If the items do not have an initial activation time, how do you switch between items? What action does it take?

A specific example is wearing an Aegis of Recovery(neck) and then a lesser or greater Talisman of Healing Power(neck). Once you fall below 0 HPs (I'm going with the first item activates and the second does not when initially put on) the Ageis activates, then crumbles(std action assumed), then (if the wearer is below half maximum HPs) the Talisman should activate and heal immediately.

4/5

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive in the game...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).

While this is PFS centric most will be usable in home games as PFS sticks close to RAW. Remember to check your Fame as not everything is 'always available'. Fame <5 {Maximum item price} $0!, 5-8 $500, 9-12 $1500, 13-17 $3000. You should be getting 4-6 Fame per level and as you cross the thresholds things become 'always available'.

I've updated the list with good practical items. There are other good options posted in the thread.
Link to the 2017 list.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===(sorted by ascending price)

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) PeopleotN ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use] and important to have only 1 on you at a time. Circumstantial before you get a Cloak +2 $4000 (shoulders) CRB.

Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...

Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.

Wand: Cure Light Wounds -or- Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.

casters: get a wand[b]s with an escape/defence spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

[b]Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.

Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.

Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action economy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.

cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).

Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG. There is a nerf update so check Add'l Res as to when this occurs.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. Most permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50 or 1/d $500 (cheaper than Snapleaf).
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and work for the whole table.

for casters with familiars Bloodstone Collar $900 (neck) BotCoven. Worn by a Familiar or Spirit Animal. If wearer damaged to below HP:0 stabilizes at HP:-1 and master takes damage beyond that, refusing to take damage kills collar wearer, uses:[3].

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HndyHvsack at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.

Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Anointing Oil $25 ARG. A nice +1 CL for divine casters for harmless touch spells {a bit specific but 25gp is cheap}.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 AlchMan. +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. {corner case on the scribing} If you buy scrolls using cash at half it pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure. I usually buy wands and scrolls using PA.

Four-leaf Clover $3750 (none) OccA. free actn +2 luck single ability chk, skill chk, or save 3/day. Probably the "sweet spot" in luck bonus items

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell ;-)

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item). Disguise Weapon is an alternative.

Sipping Jacket $5000 (chest) UltEquip - use Dur:(Inst or N*r) potions round by round as swift actn.

Chronicles - check them for wands with fewer charges or small batch ammo. You can always buy the wand later if you don't have the cash now.

=== Combat ===

Smoke Stick $20 -or- Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

various Weapon Blanches $5-$200 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $5 silver, $100 adamantine, $200 ghost salt{ghost touch}PS FldGd.

Oil of Bless Weapon $50 CRB. Std actn to apply then 10r of effect vs Evil creatures.

Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.

Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reusable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

Swarmbane Clasp $3000 (neck) Ult Equip. Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it. Similar to Golembane Scarab $3000 (neck) usefulness.

don't forget to scan the thread for other ideas

=====

just so people know...

a lot of the items above are Core Rule Book(CRB) and it is usable in the CORE Campaign.

there are a lot of basic goodies in the Advanced Player's Guide(APG).

Ultimate Equipment(UltEquip) has a lot of equipment, reprints and some clarifications.

If you have an animal/familiar/mount or are a GM in a home game Animal Archive(AnmlArchv) can be very handy. Paizo needs to issue a reprint! Feats can change, Slots are limited - check PFS blog posts.

Advanced Class Guide has some unique things but in PFS they may be race specific, particularly spells.

Alchemist's need the Alchemy Manual(AlchMan), no surprise there.

Ioun Stones are in the Pathfinder Society Primer(PSPrmr).

Pathfinder Unchained(PUnchd) if you are going Monk, Rogue, android Barbarian. The summoner got balanced.

There are expansions for spellcasters and melee/ranged types. Supplements get a bit specific from here so I'm stopping with the above. Remember to review the class guide to your class.
Messageboard Class Guides
Zenith Games Pathfinder Guides

Always double check the Add'l Resources and messageboard posts on things that look to good to be true... remember that PFS is a simple format.

there are now 3 styles of casting; Arcane, Divine, and Psychic. In PFS (and most home games) when a caster learns off another list he still casts in his style. It will get confusing with Mystic Theurges doing Psychic and Divine and then pulling in Arcane spells.

Lastly, when rooting around you'll have to do 3 searches.
d20pfsrd search is fast but no PFS legality marker and some names have been changed.
ArchivesOfNethys has PFS legality and names, but hit search link between searches... it tends to lag Add'l Resources but we love what they do.
paizo.com/pathfinderRPG/prd/ is out of date but is a good source to check pre-errata text.
Again, if what you are doing is core to the game you are in safe territory. The leveraged items and combinations are trickier and require more research.

pathfinderwiki is good for background, domains, and the odds and ends of the official PFS world golarian.

Explore, Report, and Cooperate!

4/5

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while it may take awhile for the paperwork to go through, Thomas Taylor has taken over for me as the VC in DFW as of 1/1/2018. He is currently listed as a VA in the area so his email is accessible on the Coordinator page. If I need to stand behind Tom and nod my head 'yes' I can do so (maybe I can get a bobble head)... but let this post serve as public notice 8^). Tonya is well aware of the changes of status in DFW TX.

Thanks to the OrgPlay folks in DFW who helped make the area great and a wealth of expertise. I learned some management skills and had some fun in the process. That's always a good thing.
Now I can give up the responsible adult role and go back to being a player for the most part... I just need the (ex)villian boon from GenCon... lol...


rules
Baseline lists: Cleric, Druid, Wizard, Psychic. Lowest spell level on the baseline lists otherwise as the specific class list.
Picking up 4-6 spells just gives your PC more spellcasting options.

There are some good spell lists out there and choices revolve around your class. It is about the differences and there will be crossover as the PFS scroll requirement evens out the spell levels(and knocks a lot out of consideration). The easiest way is to cut & paste spell lists from AoNethys into text files and do a 'diff' on the lists using a file comparator tool using your spell class list file as the baseline. It's not foolproof.
I'm just going to 5th level spells and skipping poor quality spells.
Check the spell lists as the scroll requirements will change the spell level(sometimes lower).

Unc Sum -> Wiz {Sorcerer/Wizard spell list is your base class}
0: Guidance.
1: Magic Fang. {com:Daze Monster went to 2nd level due to scroll req's}
2: Barkskin, Overstimulate, Shared Sacrifice{3}, Wicker Horse. {com: here the scroll list helped}
3: Grtr Magic Fang, Protection from Natural Attack.
4: Summon Stampede.
5: Eagle Soul(good).

Witch -> Wiz
a big list so I'm shortening it to really good choices.
0: Guidance, Stabilize.
1: Cure light wound, Ill omen, Mask Dweomer.
2: Beastspeak, Cure moderate wounds, Death Knell, Percieve Cues, Vomit Swarm.
3: Bestow Curse, Mind Maze, Thorny Entanglement.
4: Black Spot, Debilitating Portent, Divination, Hallucinogenic Smoke.
5: Grtr Contaigion, Sphere of Warding, Swallow Poison.


go to AetherCon 2017 update in the messageboards.

link to sign-up page
AetherCon2017

register with email and scan games.
It works but you will need some patience.
Follow instructions on *update* above.

4/5

okay - a fun thread...
What build uses the most books(source material) for PFS? (the class should be able to effectively USE the equipment/stuff from the book, not just buy it)

off the top of my head I'm going to say a Wizard with a dip in a rogue class. That covers magic, spells, equipment(incl alch gear), and junk for roguish skills (lol) that could be traps. Their divine worship would bring in some summon monster lists and thus divine focused books.


say where and/or when you like to go someplace or are going. Please do not post phone numbers (unless you want spam calls or it's a burnable phone, this is a semi-public forum).
Posters should assume rides are free of charge (this is NOT a business). Riders can always volunteer to give the driver a small amount to cover gas in private emails.

format
RIDE(offering a ride) with seats or WANT(need a ride): place(like grocery store, doughnuts shop, liquor store, COSTCO, etc)
TIME: (approximate time in 24 hr format HH:MM in local time) then proposed MEETING place such as Lobby, Patio, or your choice on the first floor.
(optional) CONTACT: (assume paizo message system will be used, otherwise list email with some chaff such as *** mary *** at *** gmail *** {we can assume the .com but not .org or .net}) or some time limit.

Replies can be "full" or agree to a poster. We'll assume they expire after the TIME.
This isn't the easiest format but it will let people know your needs or offers.

example 1
RIDE: Costco, 2 seats
TIME: FRI 13:00pst, pickup in Patio
CONTACT: my badge says "Mondo" and I'm in a red shirt.

example 2
WANT: Costco or Grocery store
TIME: THR, SAT, 12:00 to 14:00pst, can meet at Starbucks
Contact me before 10am Sat.

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Players should have a 'covert' language to talk privately in. The language should be useful in dad-to-day adventuring and have a decent number of speakers to make it useful. As it's intent is to be covert(private) the language should not be spoken/known by evil and/or monster types. Alas, humans are some of the worst offenders on the Evil chart.

I'd suggest in order of preference; tien, elven, kelesh, vudrani, ancient osiriani, (ancient) azlanti.

4/5

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We all know death is an expensive and unfortunate experience, but there are some items you can buy that can help keep you alive and survive a scenario...
Rather than a general gear list, let's keep it focused on real "game changers" and things that will keep you up in a scenario, and under $5000(GP).

I've updated the list with good practical items. There are other good options posted in the thread.
Link to old thread 2016 list.

format - item name, price($ or GP), "("slot")", source, description(short).

=== staying alive & active ===

Potion Sponge $2 (none) ARG container that works underwater but Full r actn to drink [1 use]. Suitable for potions of Air Bubble 1 UC {lets you drink other potions and cast}, Cure Lgt Wnd 1 CRB, or Touch of the Sea 1 APG. Rather than the sponge you could use a waterskin(sm) $1 and argue about it with your GM (not advised).

Hex Nail $20 (none) ReignWinterPlyrGuide +2 rst all sv hexs, spels, SLA, SU of fey, hags, witches [1 use]. Circumstantial before you get a Cloak +2 $3000 (shoulders) CRB.

Smelling Salts $25 (none) APG [dozens uses as Full actn (stoppered)] low level compromise to consciousness and for a save vs staggered or unconsciousness. Useful to question people who are below 0 Hps. It's better to cure your friends, but consciousness is better than unconsciousness...

Potion: Cure Light Wounds 1@1 $50 (none) CRB heal 1d8+1 HPs. Always have (at least) one on your person as sometimes the person giving it to you cannot use a wand or read a scroll. Usually a move actn to get out and a standard to drink, or a Full actn to give to someone else.

Wand: Cure Light Wounds -or- Infernal Healing 1@1 $750 or 2 Prestige (none) CRB heal 1d8+1/10(over 10r) HPs. Don't be a mooch, buy one and get cured.

casters: get a wands with an escape/defense spell as wands do not provoke AoO! Have a curative wand in one wrist sheath and a Shield or Vanish in the other.

Potion: Remove Blindness 3@5 $750 (none) CRB std to drink and remove condition. Expensive but can beat waiting for the cure.

Scroll: Lsr Restoration 2@3 [5] $750/2PP CRB. It's gonna happen so bounce back in rounds (or you took Allnight).

Tourmaline Sphere Ioun stone $1000 (none) PS Primer +2 CON for HP limit on dying. So 2 extra rounds and a nice buffer. Wayfinder: +1 Con chks to stabilize SoS. The cracked is okay but overly specific.

Scroll: Breath of Life 5@9 $1125 (none) CRB cures 5d8+9 HPs & brings back from dead within 1r with 1 neg lvl (see spell). Need some action economy with this to make it work effectively. Cheaper than a Raise Dead and keeps you in play. A Scroll of Restoration might be handy.

Ageis of Recovery $1500 (neck) Ult Equip +2 rst bonus on "second" saves, if less than 0HP heal 2d8+3 HPs [1 use {then expended}]. Action ecenomy as it auto activates. This will save your butt if you are not killed outright by a critical or awesome damage! Combine with Talismans for A(disintegrates) then T action.

cracked Pearly White Spindle Ioun stone $3400 (none) PS Primer Regenerate (as spell) 1 HP/hour, immune to bleed damage, regrow body parts (slowly). Long term survivability and beauty maintainer(lol).

Clear Spindle Ioun stone $4000 (none) PS Primer sustains crtr w/o food or water. Wayfinder: Protection from possession and mental control (as Protection from Evil so only from bona fide Evil sources/casters). Anti-Dominate Person for low Will PCs vs BBEG.

First Aid Gloves $4500 (hands) PFS Primer {Breath of Life [5 of 10 chgs] so $2250 per}. For 5+ level characters. Handles that action economy but the owner of the gloves bears the cost of your Breath of Life, buy a set and give one to your healer.

Talisimans(various) Occlt Adv. May wear up to 3. Activation condition is listed after the benefit. I'd suggest the last 3 after your Ageis as if your aegis crumbles to dust you must be in deep doo-doo. The permanent ones exceed the cost ceiling.
. . Beneficial Winds: fall 5'+ -> Feather Fall 1@1 $50.
. . Triskelion(HorAdv): entangle, paralyzed, slow 2nd save & longstrider with success $600
. . Freedom: grppld, entngld, paralyzd -> 3r Freedom of Movement 4@7 $900.
. . Healing: less than 50%HP-> Cure Crit 4@7 4d8+7 $2400.
. . Life's Breath: dead -> Breath of Life 5@9 $3500.

The Pathfinder Tales Chronicle (Boon) for owning the book Queen of Thorns real$10 $0GP (none) as an immediate action, gain temporary HP and the Confused Condition for 3 rounds...

PFS vendor purchase rewards are excellent and work for the whole table.

=== Helpful ===

Unseen Servant/Familiar/etc to hand it to you for Action Economy.

Bandolier $0.5 UltEquip. Holds 8 items with mov actn to recover, same as backpack. If your hands are free (with GM agreement) you could pull 2 as a mov actn for a little action economy, if GM says no then don't buy it. If you are using this you should not be next to an opponent due to provoking AoO. Replaced by HH at higher levels (next item).

Soul Candle $1 InrSeaTmpls. undead or haunt within 5ft candle goes out, 24hr dur.

Spring loaded wrist sheath $5 pop wands, potions, and usually scrolls as a swift action (Action Economy), double check with your GM. Get TWO.

Vermin Repellent $5 AA. Vermin & vermin swarms DC15 Fort to enter your square, dur 4hr. Buy 2.

Alchemist's Fire $20. buy 4 and 6 $0.1 plain lamp oils, throw when it looks dead or if you just want to burn it. Throw in order; AF(ignites)(1d6 then 1d6), oil(1d3 then 1d3), oil, oil... catching on fire Reflex DC15 to avoid otherwise 1d6(fire)/r, success puts fire out.

Continual Flame w/Heighten $50 + your ioun torch or dull gray ioun stone($25) {note that you can only have ONE such item}. You'll need a party caster of 7+ CL with the spell to do it for you.

the usual potion assortment at $50+; (Cure Light Wounds is above), Antiplague, Antitoxin, Twitch Tonic, Feather Step.

Blood boiling pill $75 AlchMan. +2 alch INIT, +2 save vs cold efcts, RndUp(1.5*dmg from bleed efcts) for 8hrs.

Handy Haversack $2000 UltEquip. 80lb/8cuft, 2@20lb/2cuft. Pulling items from a HH is a MOV actn that does not provoke an AoO. Caster's might consider an Unseen Servant to pull and hold items for you.

various Lesser Rod Metamagic (Extend, Reach, Silent) $3000. Double durations of buffs/protections. Reach out and touch someone. Range Close means you don't have to move and spell must be cast (aka not on a scroll)(Vampiric Touch at close range). Cast 3 spells while in Silence which prevents that spell from shutting down casters (and move out of the area of effect).

Caster's Shield (to 3rd level) $3153 UltEquip. Pays for itself over time (17th usage) with 3rd level spells at half cost and 5% Spl Fail... don't "wear" it and avoid the spell failure.

Mnemonic Vestment $5000 UltEquip (spontaneous caster-Oracle) use your slot to cast item's spell ;-)

Vanishing Sheath $5000 AdvClsGd (again, some GM leeway required but more likely than mundane item). Disguise Weapon is an alternative.

Sipping Jacket $5000 (chest) UltEquip, use Dur:(Inst or N*r) potions round by round as swift actn.

=== Combat ===

Smoke Stick $20 -or- Wand: Obscuring Mist(for casters) 2PP CRB. The wand is more effective and usually can hinder ranged attacks, useful in Darkness to balance out advantages.

Arrow Magnet $600 Ult Equip. Item Hrd:8, HP:5 attracts all projectile thrown wpns within 5ft for 5rounds then falls to ground (unless touched or destroyed). Seems reuseable.
Fortifying Stone $1000 PS FldGd. Attaches to any item less than 100lb, Hrd:+5, BreakDC:+5, HP:+20. Restore with Make Whole.

various Weapon Blanches $200-$5 UltEquip, APG. Always buy cold iron ammo and then coat 10 with; $200 ghost salt{ghost touch}PS FldGd, $100 adamantine, $5 silver.
Holy Weapon Balm $30 AdvClsGd. Std actn to apply to weapon or 10 ammo, gain +2d4 dmg & Rflx DC10 or take 1d4 next rnd, mundane weapon counts as magical, ghost touch vs incorporeals to evil outsiders or undead for 1 attack within 1min.
Spiritbane Spike UnD Slyr Hbk $300. Take 1d6dmg gain shtsword w/ghost touch for 10min.

Swarmbane Clasp $3000 (neck) Ult Equip. Deal full weapon damage to swarms, automatically succeed on saves vs. swarms distraction. A backup item to wear (as non-active) and swap your neck slot items around if you need it. Similar to Golembane Scarab $3000 (neck) usefulness.

=====
don't forget to scan the thread for other ideas


If you are in Miami Sat Dec 31 you might want to come and play Bonekeep 1 and 2 at the Silver Dragon Tavern... there are little goblins that check character height, experience, and toughness at the start of the scenarios... send 2016 out with a bang or a whimper...


my search fu is apparently not up to par at the moment...I know this topic has been chatted about...
so, spell levels vary across classes. I've been doing a bit of data sorting and right now I find about 733 Arcane spells of 2673 spells that have 1 or more spell level differences across the arcane casting classes. Of course a big divergence from the norm is seen for unique class spells.
I use 4 groups; Arcane, Divine, Psychic, Other (Alchemist and Investigator). I run 2 comparators on 1) Arcane set excluding Unch'd Summoner, 2) Arcane set excluding Summoner. The two seem mutually exclusive.
Some examples of divergence on the arcane only side;
Storm Of Vengeance (Witch 9) vs Cleric/Oracle 9,
Nine Lives (Witch 8) vs Cleric/Oracle 8,
Brilliant Inspiration (Bard 6) vs Psychic 8,
Arcana Theft (Magus 4) vs Psychic 5,
along with the Summoner spells which were at lower level (booted for PFS usage).
Sessile Spirit is all over the place.
Bard probably has the largest and unique list with lower spell levels.
Witch has some very useful spells but doesn't really get under the divine spell levels.

anyone else run through the data?


My Account page, Messagebeard Settings box, "Posts: You have posted " <count> " messages."
also pops up in several other areas.

the count seems to be ever increasing, even when I don't post messages.

scope = all users
impact = nuisance


reference some earlier threads
Spellbook Casting Oct 2009
Spontaneous Casters using Spellbook Sep 2012

so - if this is done via homebrew, I think there should be some constraints;
1) mainly useful out of combat
2) usage in combat should have (immediate) consequences with the minimal being erasure of the spell in the book.
3) should have costs similar to scroll usage but be a bit less than half. The caster already has a copy of the spell AND creating a scroll costs half the BTB standard purchase price.
4) time issue, mainly compression from scroll writing time down to N*SplLvl(or something similar) r or 1 full round (in combat).
5) components. Clearly this is going to take components in the form of having the spell book on hand, monies spent above(material), thrown in ritual/performance moves(verbal and somatic). So withstanding a feat, they will all be Comp:V,S,M regardless of their original components.


1 person marked this as a favorite.

what PFS scenarios are good for Kids (age 6-10), Youth(11-13), and Teens(14-18)?

There is a Beginner Box for beginners. This is probably the best way to start and gets you some tokens for critters. Part of that is the Kids Track.

Secondly, read the reviews. Posters will address themes and topics in the scenarios. Reviews are on the product pages.
Scenarios by season
Adventure Finder by level will be very helpful in your search.
Just because a poster believes Scenario N-NN is okay for [kids] I'd still read it first. You know your kids and are the best judge as to what is appropriate.

Pathfinder is a product for adults and so it's likely you will have to make some changes. Everyone has different sensibilities, so once you settle on something that sounds good, buy it and then read it. Fewer changes will have to be made for Teens as they are more mature.
Violence is a recurrent theme as this is a role playing game where heroes and heroines conquer monsters and thwart villians. It will be up to you if you wish to avoid violence in your home game.

Mostly in this thread we'll see scenarios and modules that you can modify easily or should just avoid.

format
=======
0-99: okay for [teen] [youth] [kids]
Mod: Name of Module - okay for [teen] [youth] [kids]
AP: Name of Adventure Path - okay for [teen] [youth] [kids]
=======
scenario numbers are abbreviated as 0-99 for season 0 scenario number 99.


Favored Form Ring
Aura moderate transmutation; CL 10th
Slot ring; Price 11700 gp; Weight -
Description
An ornately sculpted thick brass ring recalling the carved icons seen in temples and shrines. Common examples are; trailing hummingbirds, playful kittens, grasping monkeys, cavorting raccoons, dancing rabbits, queued skunks, entwined songbirds, braided snakes. The ring leaves a slight mark of verdigris where it is worn. A ring is usually given to a favored worshiper but they show up in magic shops now and then.
The ring confers to one wearer within the day it's magical abilities; a +1 deflection bonus to armor class which may be upgraded to +5, the ability to talk with animals matching the attuned animal type, and the marvelous power by giving the ring a twist to assume the form of the attuned animal up to twice per day. This allows the gifted devout follower to accomplish the little tasks the temple needs done without undue notice.
The attuned animal is a tiny animal and set when the ring is created. The form can be changed via repairing magic items. An unworn ring has an AC of 11 (size fine), hardness 14, 21 hit points, Break DC 26 or classically Hard:10, HP:1, Break DC 22.
beast shape II 4@10 (see polymorph subschool) retain type, tiny size animal(one form only) with ability for verbal components, Dur:10min(D).
Construction Requirements Forge Ring, beast shape II, shield of faith, speak with animals, CL 10; Cost 5850 gp

4/5

looking for GMs for A-Kon convention June 3-5 Dallas TX.
email me before you register at -> A-Kon 27 so I can add you to the GM signup sheet and give you the PFS volunteer number for the A-Kon volunteer sign-up page.
game schedule for PFS only -> Warhorn DFW-PFS
If you GM for 3 games you get a free convention pass.
We have 6 tables PFS and 1-2 tables ACG running.

A-Kon 2016 Event#73614

4/5

looking for GMs for Texicon convention June 23-26 Hurst(Ft Worth) TX.
email me before you register at -> Texicon so I can add you to the GM signup sheet and inform Texicon Roleplaying Magnate.
game schedule for PFS only -> Warhorn DFW-PFS
If you GM for 3 games you get a free convention pass.
We have 4 tables PFS running and a GM Panel we are hosting.

Texicon 2016 Event#73616

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