Male Elf Wiz (Conjurer) 01
Imrarel pulls another arrow and fits it to his bow. Brother Tao, you have a strange outlook on life for one focused on enlightment. To Hit 1d20 + 5 ⇒ (20) + 5 = 25
Crit Confirm 1d20 + 5 ⇒ (7) + 5 = 12
Male Elf Wiz (Conjurer) 01
Imrarel will draw on another bug. To hit 1d20 + 5 ⇒ (20) + 5 = 25
Critical Confirm 1d20 + 5 ⇒ (20) + 5 = 25 Do I get to massive crit for scoring a crit on my crit confimartion!!!! Or maybe I just winged it with the 3 damage (x3). Worst damage ever for a crit.
Male Elf Wiz (Conjurer) 01
Tao, would you hold my staff and maybe illuminate the hole a little better? While my eyes may be sharper than yours they are no where near as good as Kroesh's in this kind of darkness. If Tao does take the glowing staff, Imrarel will draw his bow and find a beetle to fire at. To Hit 1d20 + 5 ⇒ (12) + 5 = 17
Male Elf Wiz (Conjurer) 01
Tao Zhuang wrote:
Put the Horse Mistress between Imrarel and Kroesh. She likes to be able to use her protection ability and would she really want to argue with Kroesh and dark vision about being last in line.
Male Elf Wiz (Conjurer) 01
Tao Zhuang wrote: "Does anyone have anymore light sources, I only have 2 sunrods." Tao says tapping his sunrod. I do have a lamp and oil as well, but that is better suited for a camp at night than exploring monster infested caves. It is not designed to be put out quickly or limit the direction being illuminated.
Male Elf Wiz (Conjurer) 01
Imrarel will move to stand near Catherine and Kroesh, holding his staff in such a way as to grant Kroesh the best light to assess Catherine's injuries. I say we press on. Not everything we encounter will be able to cloak itself in darkness and put us at such a disadvantage.
Male Elf Wiz (Conjurer) 01
Imrarel will look at Catherine, visually guaging her injuries, How fares the horse mistress? I'm am ready go, but can wait if her injuries need tending so they do not fester. Also, the light will only last a short time. So we will need to prepare some light as well for when it goes out.
Male Elf Wiz (Conjurer) 01
Action: Imrarel will move to get a better look at the monster while holding his staff in his left hand. He then points with his right hand at the creature.
Imrarel will move to square BB59 and fire an Acid Dart at the creature. To Hit 1d20 + 5 ⇒ (10) + 5 = 15
Male Elf Wiz (Conjurer) 01
Imrarel puts his staff in the crook of his arm as he pulls something from his spell pouch. He can be heard saying something in a small voice, Permissum illic exsisto lux lucis. When he finishes he touches the top of his staff with his opposite hand. Origin GM: Imrarel will cast light upon the top end of his staff.
If the spell doesn't dispel the darkness he will move to as Kroesh has said and put his back to the wall calling to Kroesh as he does so. Then letting his comrades know that he cannot dispel the darkness or call light.
Male Elf Wiz (Conjurer) 01
Drolgun will see if Ermolos needs or would like some help at the smithy. A +6 Craft(Armor) and Knowledge(Engineering) should be enough to get him hired for a day. If not, Drolgun will wander about town, checking on his father's interest and the other dwarves that he came to Westcrown with. He will also look to see if he can spot anyone practicing melee tactics/actions to watch what they are doing and maybe train with them. He would skip over any dotarri or Knights of the Rack training areas. In the evening, he will join everyone in a tavern or the safe house and enjoy some drinks.
Male Elf Wiz (Conjurer) 01
Vance Armstrong wrote: Vance turns to Imrarel, "So which direction do you feel is our best bet elf?" Imrarel will look to Vance and with a slight smile on his face, Watch who you call elf, elf. As to your question, I can't determine anything about the source other than it is very strong and has permeated everything in this room. So either exit or neither. I can offer no insight into this decision. Imrarel will then look to the north and shrug his shoulders and then point to the northeast exit. It seems we are closer to this exit, so why don't we go this way?
Male Elf Wiz (Conjurer) 01
Imrarel backs away from the pit's edge. Thank you Tao. That was most helpful. He reaches into the bag at his hip petting Koto as he ponders what he has learned. He takes a breath and looks to the rest of the party. The entire room appears as if it is filled with magic, as if it were a mist or air. It is slight, but it is from a singular source, a very powerful source. Let us proceed with caution.
Male Elf Wiz (Conjurer) 01
Irmrarel bows his head to Tao, Thank you, Tao. As he peers into the pit, Something isn't right about this pit. I can just see the bottom, but if feels as if it is endless. Imrarel lowers his arms to his sides, takes a deep breath, closes his eyes, and bows his head for a few seconds. He then raises his eyes keeping his eyes closed and in a lowered voice says, "deprehensio veneficus". He then opens his eyes and peers into the pit for a second. He then slowly turns in a circle looking around the room. Origin GM: Imrarel will cast Detect Magic. He will look to see if any aura is found in the pit or the room before concentrating on any particular aura. If only one is found he will concentrate on that aura unless it is too strong for him.
Male Elf Wiz (Conjurer) 01
Imrarel approaches the pit and attempts to look into it without falling. Before we exit this room, I think we need to be sure that nothing is left behind us. Perception1d20 + 8 ⇒ (12) + 8 = 20 And, if the pit is too dark to see anything in, which I fully expect it to be as it is a pit. Tao, could you bring your sunrod over here? I'd like to get a better look down into this pit.
Male Elf Wiz (Conjurer) 01
Cathran Ewell Stuart wrote: Hello Everyone, I would like to mention that I am also starting my own adventure and you are all welcome to join. The link to the OOC can be found here. Thank you for the invite. I wanted to let you know that I did look at the game. But, I think that I will not be joining. Two games are enough of a commitment for me right now. That said, if you need someone to fill a role, let me know and I'll see what I re-evaluate my schedule.
Male Elf Wiz (Conjurer) 01
Perception 1d20 + 8 ⇒ (20) + 8 = 28 Imrarel raises his arm pointing towards the back of the room. OriginGM: Imrarel will ready to cast an Acid Dart at the lead stirge. He will wait until the stirge is within range, 30'.
Initiative 1d20 + 5 ⇒ (12) + 5 = 17 To Hit 1d20 + 5 ⇒ (6) + 5 = 11
Imrarel will move to the nearest wall and ready his longbow after firing his acid dart.
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Knowing who you are and feeling safe to express your love is so important and I'm overjoyed that Paizo not only recognizes but celebrates its diverse staff and freelancers all year long. I'm so proud to have the opportunity to write in this post, as Alexander Augunas' post from the Paizo Pride 2019 and our subsequent talks for the past two years were instrumental in helping me understand myself and build up the courage to come out. My only regret is not having met you a decade sooner. Paizo has fostered an anti-toxic community that makes me feel safe and accepted being who I am, and I can't thank our community leaders enough for giving us this space.
HUZZAH! I can hardly wait till the end of the month! These classes represent three of my favorite characters to play. Alexandria Andrpov my witch, Ernesto Vencini Caparina swashbuckler extraordinar, and Thadeaus Grimm classically trained investigator! Will they continue into second edition? Will a new breed of heroes step forth? I can't wait to find out!
I made boon cards! (Links near the bottom of the article). This will always be the accurate page to download updated boon cards! They will be updated a week before Paizocon, a week before Gencon, sometime in late December, and whenever there are major updates to the guide. They include all the factions, generics, promotional, scenarios, quests and modules. You can download all the cards at jpegs in a zip file or formatted for printing single or double sided. If you have any requests to improve these, please feel free to drop me a line. I respond fastest on discord (kitsunewarlock #8310).
So this might seem like a dumb question but I've been to lodges all over the country and have seen weirder house rules simply because it wasn't specifically addressed: I feel like downtime activities should only be completed between adventures and that this should be clarified in the Guide to Organized Play. There are already scenarios with "travel time" that could be taken as time to complete certain 1 day activities, such as transferring runes. It should be assumed that players can't be taking downtime activities during these moments, even if their characters could conceivably perform their downtime activity. If I'm mistaken, please tell me. It should be obvious, but certain people tend to have a loose interpretation of the rules that require specific caveats to prevent exploits like this.
How long has it taken you to complete any (or all) of the PFS games you've played since Pathfinder 2 was released? I see lots of GMs asking for adventures on social media based on how long it takes to complete, and in my personal experience I've seen certain scenarios and quests run much longer than others...and I'm curious if "it's just me", since I only have 2 lodges worth of data and I'm always the GM. Answers will be published in a separate sheet that will be linked in the description of this survey. https://forms.gle/J3DzvbYgKduid5at5
Exemplary Finisher (9th) let's you remove a target's temporary immunity to your demoralize action. If the opponent is still Frightened 1 from your Demoralize, can you attempt to Demoralize them further? Like let's say you are a Hobgoblin with Agonizing Rebuke. You Demoralize your opponent with 1 action and get a Success. You get Panache. They are Frightened 1. You use the Panache on a Finisher as your second action. For your third action, you can then Demoralize your opponent again. This has the added benefit of:
Stacking multiple Agonizing Rebukes, especially with Agonizing Lash, seems pretty strong.
The Electrified Crystal Latch states it targets "1 hinge or latch". The Electricity Latch Rune has the trigger "A creature grasps the door latch directly or with a tool". But why would you trap a hinge if the Hazard cannot trigger? • Solution 1: The Feat should say "Targets: 1 Latch" Appendum: I believe it should say "Targets: 1 Latch on a Door", so players aren't trapping loose latches and slipping them into weird places, unless that was the intent. • Solution 2: The Hazard should say "A creature grasps the door latch or attempts to Disable the door hinge directly or with a tool." Appendum: If the trap should trigger when the latch or hinge is touched, "touch" would make more sense than "grasp" or "Disable". Full Disclosure: We have considered weaponizing the Rune by playing an Alseta who fights like a Door Warden, using a Tower Shield that looks like a door and inscribing the Latch/Hinge of the "door" so it activates on a shield bash, which the term "touch" would allow. This might be an undesired side-effect, but it would be hilarious and pretty flavorful considering this AP premiered the Door Warden and both the Archetype and Door Warden have strong Elven & Alseta connections.
So we were at risk of derailing the Lost Omens Character Guide Discussion Thread and it was brought up that we should just start our own thread. What does everyone think of kitsune in 2e? I'll start. I have a feeling it won't happen until we see them in a Bestiary, given that seems to be the trend. It'll probably coincide with a Tian-Xia module and/or adventure path, but I doubt we'll have a whole season of it in Society again. I'd like to see racial devotion archetypes for sure, but I might be getting greedy. I really want to see the relationship between kitsune and the kami expanded upon. I really hope they aren't as Enchantment focused again. I doubt they will be, given how much more diversity the race got following their first two appearances. I also hope we get more than two named kitsune NPCs in Society. We got more scenarios featuring Wayang and Nagaji, and the race doesn't seem anywhere near as popular.
In my game we are having arguments about damaging worn items both mundane and magical. My contention is that if a character can be physically damaged so can items he is wearing, using or carrying can be as well. So if a dragons breath or an acid flask strikes a character exposed items should be damaged along with the character. This would be subject to saving throws (attended and if the item is magical or not) and also subject to the order of precedence eg shield first. My players are saying that nothing can be damaged unless they roll a 1 on saving throws or the item is specifically targeted. It doesnt make sense that all items and armor should be immune to the ravages of combat, magic and the elements. I feel if the player would take the damage the gear should be vulnerable as well. So a player that buys a suit of chain or a shield would never have to repair them even if bitten bashed or roasted by monsters.
I was enjoying reading the "Adventure Path Results" in the Lost Omens World guide and it made me realize how abrupt it might be for many players who didn't play through most of the APs watching Golarion suddenly shift ten years. I also noticed on my facebook feed that Disney had implemented "spoiler bans" on their movies. Can we get an official period of time after which we can freely spoil the signficant and world changing events of an AP? We should still use spoiler tags when we can. And we should avoid spoiling specifics of the adventure itself. But having a point in which wikis can use "spoiler" material and players can feel free to discuss major world changes might be a boon to the community, even if the period is "5 years" or "when we say so in a locked post somewhere." Posted in PFS because major events in Scenarios can use a similiar system.
Ran it twice, played it once. I really hope we get more about Pan Majang; I would love to see a module set in the subterranean Howl's Moving Necropolis. And this was a fitting end to one of the most beloved parts of the Tapestry. Only issue we had was with the Diplomacy check. When I played the GM explained that since we made the Diplomacy check on day 3, we lost the ability to make further explorations. He even cut off the "lake" part of the scenario, which makes no sense to me as the cache of treasure you can discover should still be there even if the rats evacuate. The scenario itself says you cannot earn any points dealing with the Ratfolk, which makes me think that you can still use the archives, take samples from the farm, dive for shellfish and do other activities that don't explicitly require interacting with a Ratfolk NPC. I'd even argue you can still do all the checks in the barracks, given the soldiers would still be there prepping for the invasion by the clockwork army. ...Both times I ran the scenario my players were disappointed that the final encounter was only one wave of enemies.
Come one, come all and feast your eyes on the phenomina known as the Rougarou! Spoiler:
So there's been some debate on the discord as to how the Rougarou's only notable racial feature works. The end result was "ask your GM how they rule it works", but given the feature completely changes how a character operates that should instead be worded: "Ask your GM if you can play the character". So I'm taking the advice of the Venture-Person who made the ruling and asking here for a clarification, because honestly none of us are quite sure how it works. Given the race has no archetypes, favored class bonuses, feats or alternate racial features, I feel its only fair that we at least have a consensus as to how its only ability works (and put to rest whether or not the Wolfpack is a viable party.) Change Shape 1.) What is the duration of the ability? Spoiler:
The Universal Monster Rules for Change Shape states that it last indefinately unless it says otherwise. The Race Entry says it functions "as Beast Shape I", which has a duration. But all Change Shape (Su) abilities function as a polymorph spell. And the monster entry lists it in the same identical format as Lycanthropes and Proteans, which last indefinately. This is brought up in the FAQ. 2.) Does it change the monster's ability scores?
Spoiler:
Currently the idea most GMs have is that it shouldn't last indefinately, as a +4 Str race is too broken. But since its a Change Shape ability, it shouldn't modify the ability scores of the creature (as per the universal monster rules).
UMR wrote: This ability functions as a polymorph spell, the type of which is listed in the creature's description, but the creature does not adjust its ability scores (although it gains any other abilities of the creature it mimics). Unless otherwise stated, it can remain in an alternate form indefinitely. So this leaves us with 4 possible answers: A.) Indefinate duration. +2 Strength.
There is a really amazing Chronicle Sheet for 9-13: The Lion's Justice (7-11). I would love to see how many people have completed it, and what choices they made. Plus I feel it should be chronicled since it makes a signficant impact on our canon. I would also love to use them as potential name-drops in my War for the Crown Campaign, but I will respect your wishes if you rather I didn't. Spoiler: Please post here using the following format (feel free to borrow the text styling by hitting "Reply") for the basic information. Name: Flim-Flam the Fictional
If there is a more appropriate forum, please feel free to move me. Has there been any news posted hinting at a Concordance of the Elements faction pin? I really enjoy showing off my pins during the game, and my Concordance members are rather proud of their faction. ...a concordance lantern dice tower would be pretty keen too...
So the new FAQ for the shifter gives some changes to the Shifter's Claw. But Morphic Weaponry "replaces" Shifter's Claw, so does the FAQ apply? Question 1: Does the Morphic Weapon count as Magic at level 3? Does it bypass any other DR at any point in the Oozemorph's Progression? Question 2: Does the Shifter get the multi-attack feature at level 6? So it can attack with 1 Morphic Weapon as a Primary twice (at full BAB and -5) and then the other two Morphic Weapons (at a -5 with 1x strength)? Question 3: Can an oozemorph communicate with other oozemorphs while in ooze form using ooze empathy?
Great podcast. I highly recommend everyone listen to it. It was super enjoyable and the spirit of game has remained the same. It should be noted that Jason Bulmahn GM'd a game made for the Pathfinder we know and love without spending any time prepping the scenario to use in Pathfinder 2! Seriously check it out. It's really cool! But what if you wanted to play Crypt of the Everflame and haven't already? Or just want to see a list of the information we can extract from this first playtest? Well, in my fervor, I compiled something of a list.
I'm kind of proud of this character. I'm also tired of looking up her build in google docs every time I level. When I started the Devoted Muse all I knew is I wanted to use Fighting Fans (Monk) and have at least two levels of Paladin. I this "missing level" in my build that I decided to fill with Gunslinger as a joke ("I need a ranged weapon, after all"). Then when I looked over it, I started seeing the synergy between Gunslinger and Devoted Muse. You want a high critical multiplier, your gunslinger deeds will still advance as a Devoted Muse and you can take Mysterious Stranger to key it all off Charisma. A little adjusting, and I came out with this. Notes:
Race: Kitsune
build: Level 1: Picaroon Swashbuckler 1 +1 BAB, +2 Ref, 4+Skill, Feat: Combat Expertise Deeds, Panache, Swashbuckler Finesse, Melee Shooter, Two-Weapon Fighting Level 2: Scaled Fist Unchained Monk 1
Level 3: Mysterious Stranger Gunslinger 1
Level 4: Divine Hunter Paladin 1
Level 5: Divine Hunter Paladin 2
Level 6: Devoted Muse 1 (d10)
Level 7: Devoted Muse 2
Level 8: Devoted Muse 3
Level 9: Devoted Muse 4
Level 10: Devoted Muse 5
Level 11: Devoted Muse 6
I checked my order a couple days ago and noticed there was a problem with the address. I think I corrected it, but now I'm not sure if the order is still properly pending or if it was skipped over until next month... Did I correct the error properly? My playgroup would also really love if we could get my sidecart delivered with it, if that's not too much of a hassle.
These are mostly campaign clarifications and, as such, should probably be posted here. 0.) We need the relevant Bestiary books to play these races, correct? 1.) Does a Naiad's token apply to Dayjob checks? Can a Naiad give a token at the end of the adventure to an ally who is using Craft for their Dayjob to give them an extra +1? 2.) I have heard the Catfolk options in Advanced Race Guide will be updated for the Additional Resources. Can we start using Rougarou and Naiad now since we have the boons? 3.) The Rougarou get Change Shape. The PRD states that Change Shape "functions as a polymorph spell...but the creature does not adjust its ability scores...unless otherwise stated, it can remain in an alternate form indefinitely." How long can a Rougarou stay in their Wolf Form? It functions as Beast Shape I, but the Change Shape entry says that these abilities while functioning as a spell, last indefinitely (unless otherwise stated, which, for this monster, it is not). My Two Cents: The Kitsune and Skinwalker do specify indefinite...in the race books. In the Bestiary, it is not stated. So I figure it functions as the universal monster entry as indefinite.
The newly approved spell "Ally Across Time" needs at least one campaign clarification. The duplicate "appears with all of the equipment you currently carry", but "cannot use any of its equipment and all its equipment disappears when the duplicate does". But the equipment is still there, and while the duplicate cannot hand the equipment over to the caster (or any other member of the party), the caster is not only free to take the equipment from his copy, but the copy cannot actually defend or otherwise prevent its equipment from being stolen in any way. The additional actions required to retrieve the gear from your copy does limit combat abuse, but just using a copy to get the material components for spells like Raise Dead is clearly not the intention of this spell and too powerful for a 2nd level spell. This might be covered by the Pathfinder Society FAQ that limits players from getting access to unlimited resources. A savvy GM might also rule that using the parallel world's limited resources depletes your own resources. But these are not spelled out clearly in the spell and the spell itself is rife for this sort of abuse, even with its relatively low duration. Most other abuses, like the Parting Blast feat, can be covered by savvy GM using the line "it cannot take any other type of action". Since most action-less aid in a battle requires advance set up, such as a polymorph effect, contingency or the aforementioned Parting Blast feat, the GM need only rule that the duplicate in the parallel existence did not adequately prepare. And in some cases, a GM might even award the creative use of the spell by allowing it to function like that once, warning the player that future copies have a chance that they will not work. Thus, I think only the equipment problem needs to be addressed.
Quote: Any time a feysworn is targeted by an effect that would restore her to life (e.g. raise dead or breath of life), she must immediately expend 4 Prestige Points or the effect fails. This expediture covers the drawback of feymarked. So I'm operating here under the assumption that the expenditure covers the "drawback" of being "held in her living state by only the Eldest's will". You are essentially trading the political currency of four prestige to cover the "favor" you owe the deity. But doesn't that mean you should pay the 4 Prestige Points when you die, as the deity uses "Ressurection" on you once you die (unless you are in a place where teleportation and planar travel doesn't function). After all, as the Prestige Class is written, you should be able to use the 5th level Planeshift effect to travel from the First World to the Material Plane after you are slain (and bargain with your Deity), right? Or is this not the intended use of this 5th level power? Of course, this gets extra awkward if you worship Ranalc. Since he's missing. (And minor quibble: The FAQ mispelled "expenditure".)
I've heard more than one person mention their desire to see the uncommon races rotate out. I'm not necessarily against this, despite my love of the races. In fact, making these sort of races more "special" is something I'm all on board for. But on more than one occasion, I've been in the unfortunate position of having to tell a new player an idea they had is not PFS legal because the race they want to play requires a convention boon. And I feel like it'd be a real kick in the pants if an enthusiast for one of the four or five races potentially on the chopping block has their first opportunity to Find Paths with us after they are retired. Furthermore, I notice players jump on these characters during the summer because they are afraid of the race migration, and I wouldn't be surprised if the players aren't making the best use of the races in their rush to lock them in. (Not that PFS enforces locking in backstory or personality, but many of us enjoy it.) That being said, it might help if there was a sort of universal boon that allowed (new) players a single uncommon race after they are retired. I hope this thread doesn't just devolve into the endless debate of exclusivity as a form of marketing versus positive play experience...because it'll inevitably come down to personal preference.
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