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Jeb Boyt's page
RPG Superstar 2008 Top 32. 47 posts. No reviews. No lists. No wishlists.
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Congrats on the great response to this idea. I'm interested in seeing where you go with it.
But, . . .
Cartigan wrote: Obviously I am the only person who doesn't think this makes sense from my understanding of what d20 Modern is and what Pathfinder (itself basically a d20 subset) is. No, I'm with you. I'm not sure how a person can reconcile Pathfinder and d20M. It sounds a bit like combining apples and oranges. And, even then, you'd still need to distinguish it from Spycraft.
Still, a Pathfinder approach to d20M that provided new core mechanics (i.e. CMB, revised skills and feats, etc.), that offered core classes with stronger starting abilities and better defined roles, that was easy for GMs to work with, and that retained d20M's flexibility could be interesting.
Glad you liked them.
taig wrote: You had me at badja.
The Weave05 wrote: Just made my purchase today and wrote a review. Glad you liked the Jar.
Interesting that there were no urban encounters.
Great use of your theme. You had me at corrupted dryads.
The ooze is just a great monster to throw at a party in a cold environment. It's like a Winter Tendroculus.
The fey are also intriguing. They could be used in some atmospheric ways.
The Herne-inspired entry didn't work for me. I've seen several different interpretations and ways to use Herne and the Wild Hunt. This one just seems like another monster. Although you have some great imagery with the hanged men in a forlorn, frozen forest.
Also, there was one problem with the ooze. Insects and cold don't usually go together.
Very atmospheric, and if used right a real challenge. I can easily see having a party follow the destruction left in the wake of the Moving Hunger and/or preparing to defend against it.
There are two big missings, though:
- How do you remove those feathers? (If it's there, I couldn't find it), and
- Stats for the Corpse Castles. This is just such a great image. They need their own stats because the players will want to take them down.

Congratulations!
Jason Nelson 20 wrote: 3. At CR 15, aren’t those followers and cohort dead meat?
Maybe. Sure, high-level adventurers can carve through them like nothing, but:
a. They can also be numerous enough to be annoying and distracting in combat situations, to provide flanking and aid another to the stronger NPCs or to impede the PCs and to coup de grace anyone who gets rendered helpless in combat.
b. They also can make trouble in scenarios where the PCs encounter Avinash and the Marauders orthogonally—not as direct adversaries, but coming into a situation where Avinash & Co are dealing with someone ELSE.
c. They can also provide appropriate fodder for PLAYER CHARACTERS who have the Leadership feat and wonder when they will EVER get to use their followers for something other than a line on their character sheet.
d. The cohort is not super-tough, but he’s not a pushover either. The false Avinash will be able to put up a fair fight and get some licks in.
Also, as a boss villain, Avinash should be a higher CR than the party. This villain is also designed so that a party will first uncover evidence of the Marauders and then work their way up through the gang and its plots before encountering Avinash.
Jason Nelson 20 wrote: Chris Mortika wrote: Jeb Boyt wrote: By the way, this is a perfect villain for a Blue Rose campaign. What's that? Same question here. The name is dimly familiar but not coming to me. http://bluerose.greenronin.com/
By the way, this is a perfect villain for a Blue Rose campaign.
Jason Nelson 20 wrote: Actually, the idea of building a scalable (or, more to the point, pre-scaled) villain is a hell of an idea. I'm not exactly sure if it could have been pulled off in the constrants of the contest, though I think it could have been. If I had thought of it, I might very well have tried doing that. The write-up for Hetty does this, which is part of why it is so impressive.
varianor wrote: The stat blocks are vital to an encounter with any of these individuals. That said, they take up a lot of space. The higher the CR of the encounter (in general) or the more special abilities of the chosen creature/character/what-have-you, the more space must be devoted to that portion of the entry. True, but it seems that the folks that opened with a description of the character and that closed with the stat block did a better job of conveying their characters.

propeliea wrote: In 1996 (during my first attempt at academia) I started out what might have been my most fulfilling campaign with a group of bandits who were trying to rustle a minor lord's show horses. One of the hands was an informant for the bandits named Bran. Just an informant who managed to escape after teh PCs interegated him.
Three years later Bran was still at the center of the Great Conspiracy Wheel of Machinations (yes, one of the players eventually created a bad guy org chart and then a party action flow chart based on the org chart).
Obsessive interaction makes for great conflict. I think that's my concern with many of the villains. The most important aspect is how they interact and challange the PCs, not their backstory, stats, or even their ambitions.
A great villain has a spefic angle in which he/she/it invites obsessive interaction.
Exactly. Some memorable villains are built by design, some occur by chance because there is something about the character that clicks with the players. I've had players that have singled out otherwise nondescript NPCs based on little more than lucky die rolls or a throw-away line from a brief character description. Half of what makes a great villian is how the players react to the character.
That said and turning to the format question, there have been some memorable villains that first appeared in this format. High Inquisitor Tremaine from the WEG Star Wars supplement Fragments from the Rim comes immediately to mind. WW has also had several that appeared this way. Still, a large part of what makes a great villain is character and context. Many of the comments on the villains in this contest have pointed out how a villain either has or lacks a clear context with a clear idea of minions, motivations, and plans.
Clark Peterson wrote: "instance boss"? please, 4e isnt here yet...
Fine. This still seems more like an adventure than a villain. The Demonlake would make for a great adventure. I'm just not sure how to use her as a villain.
I really like the way he uses change shape to mask his identity and manage his network of spies. One change I might make would be to make him a cyclops so that you could play up the image of the all-seeing eye and then link all of his false identities through their one-eyed appearance (thought that might be too obvious a tell).
I like the corrupted nymph, but she seems more like an instance boss than a villain.
I love villains that turn out to be puppets of the true villain. This is a great use of a nightmare, but the entry needs more on the Catspaw Marauders.
A 30-foot alabaster djinn that is attempting to rebuild the world that he knew before being imprisoned for dozen of millenia? Awesome. I like that his seemingly random acts are part of plan to assemble forces for taking back the world. I also like the implication that he might attempt to recruit a party of PCs only to later turn against them.
One question, though, where does he live?
Clark Peterson wrote: I know one thing I have to clarify--
The items and countries and villains are not precursors for each author. In other words, if an author wins the contest, he or she is under no obligation to use that content in their adventure proposal for Paizo. So just because author X writes country Y doesnt mean his or her villain has to have anything to do with either that country or that item.
I have seen some posts that seem to suggest that some people think the authors are building an adventure proposal piece by piece here. They arent.
An interesting curveball for a future round might be to require that a submission take place in one of the settings from Round 2 that was developed by one of the other contestants.
Congrats and good luck to all!
Erik Mona wrote: Given that Nyarlathotep is almost certainly in the public domain, you probably could have gotten away with that one. :) Almost, but there is enough confusion around the issue that I didn't want to risk it. Most of the other sources have used descriptors or variants on the name. I could have perhaps looked at using some of the other descriptors for N, such as the crawling chaos, dark man, etc.
Thanks for the advice.
I do have one question though.
Blackdirge wrote: Feats
Make sure you denote bonus feats with a superscript “B.” This includes bonus feats from templates, race, and levels in the fighter class.
Where does this come from? I don't believe I've ever seen this used.
It is an interesting idea for capturing the char gen accounting, but I'm not sure that the benefit is greater than the effort required for implementation.
Jason Nelson 20 wrote: 3. Bards? WTF?
That one’s easy. As per the SRD, Bards are the only class that gets the modify memory spell, which was an essential component for the thought police model of the Oninku. I probably could’ve made them psions instead, but I thought bards were the best choice for also their great social skills, charms, suggestions, illusions, etc. The main role of the Oninku was to keep secrets and to find out secrets, to negotiate and bargain, and bards seemed ideally suited.
Plus, people seem to always underestimate bards. With a combination of Charisma-based skills and arcane magic, bards make excellent spy masters.
Aaron Whitley wrote: What are the primary religions and how do they interact with the people and the government? The rule on avoiding proprietary information made religions a difficult one to address, particularly given the word limit. Believe me, if I could have explicitly said that the gnolls were worshipers of Nyarlathotep, I would have.

Voting has closed. So, I'll now respond to the comments. Starting with the biggest issue first. A friend observed that this lacked an introductory paragraph. So, let's take another shot at the description:
Description: An aristocratic republic that thrives on trade along the Great Road. Formerly northly provinces of the Lachan Empire, the Union has rebuilt itself From the devastation of the Chaos Wars, two of the northern provinces of the Lachan Empire formed the Vendithian Union and have built it into the largest power west of the Elven realms. In a land still plagued by chaos storms and chaos-spawned creatures, the Union offers stability in a ravaged world.
Overall, this entry definitely needed more spice. Probably, I should have consolidated the discussion of the two western provinces into one paragraph and used the word count for additional flavor.
Prior to submission, I counted this at 998 words. Could the addition of html codes have increased the count?
As for the plausibility of an aristocratic republic, I'll refer you to the Polish-Lithuanian Commonwealth.
Good luck to everyone in the next round.
Eldrich Gaiman wrote: Gaming is about being transported to another place, and it takes more than saying what things are at a location to convey what it's like to be there. Good point. As has been recently observed:
"Darth and Droids' wrote: [T]here comes a time in every GM's life when they have created something marvellous and just want the players to listen for a minute while they read out the vivid imagery that conjures up a magical world of fantasy and adventure in the imaginations of all the participants in this shared experience. The players, inevitably, will want to skip this boring bit and get on with the game.
One of the things that I like about this setting is that it reminds me of the lost cities in the deserts of Robert E. Howard's stories where a nominally good but decadent elite masks an underlying evil. Bereket just needs more lotus eating.
NSpicer wrote: Is it possible that it's much more difficult to craft a compelling Good nation as opposed to an Evil one? Are we, as voters, generally swayed more by the Evil nations because there's an immediate "extra" conflict that pervades the powers-that-be...and heroes can then legitimately oppose authority at the same time they're opposing the evil humanoids that also pepper the countryside? Yeah, as others have noted, the evil countries are set up as clear antagonists for the players. So, the question of what will the players do has a clear answer.
Stereotypical, monolithic evil can be dull, which is why I'm drawn to countries like Bereket that is pretending to be one thing while secretly being manipulated by a cabal of evil druids.
JoelF847 wrote: The biggest thing I've gained was a strong push, or kick in the A$$, to actually start writing, instead of just thinking about ideas and writing. Exactly.
I've also learned that there are some really talented people out there with some intriguing ideas for the design of new fantasy settings.
amusingsn wrote: I like that the cult of the Dark Lord is corrupting from within through the presence of the gnoll slaves. It resounds with me on some poetic level. Thanks. Glad that you like that hook.
Swamp Druid wrote: I like it. I think it's a good solid entry. It's not at the front of the pack but it's good. Thanks. I'll hope that you'll remember me during the voting.

catdragon wrote: I don't have any example to state this case, but i feel (read, feel, I have no facts) as if the entries that were received earlier were judged less harshly than the ones that came later. From my experience in reviewing and scoring grant submissions, I would say that there is a slight - very slight - advantage to being reviewed early. The reviewers are fresh, and their thinking about what constitutes an acceptable versus an unacceptable submission are somewhat unformed.
But, any advantage is far outweighed by the strength or weakness of a submission. A great submission stands out by itself based on the strength of its presentation and how it meets the criteria.
But really, any advantage for getting in early disappears on the second reading. An early submission that you first thought was okay may seem stronger or weaker after consideration of the total pool of submissions.
Public review of this round of submissions has only been going on for about 28 hours, and we've still got days to go in the discussions and voting.
Vote for me. I've gotten the impression that the first eight that will make the cut are fairly clear and the next eight are in play. Vote for me if you're interested in a villain who'd you never expect to be a real SOB.
mwbeeler wrote: Jeb Boyt wrote: Slick tagline. For some reason though, reading through the rest was a hella grind. It isn't bad, it just lacks pizzazz. Thanks, and a very fair criticism.
Mothman wrote: This seems reasonably well written and detailed … but somewhat bland. . . . If I were describing this entry to someone it would probably be “the one with the Chaos Wars” – but then we really don’t know what they have to do with the setting Thanks Mothman. I'll respond in more detail once the voting has closed.
BiggusGeekus wrote: I'm thinking about giving this high marks because the author did a lot of the grunt work in nation creation. All the stuff that isn't fun to do, he did. That speaks well for him.
I know this entry is going to get panned by some for being a little boring and I've beaten down on some entries that were dry. The thing is that this submission covers the stuff that is typically the dryer material and gives a little adventure seed for each place. We know a lot about this country and its well organized so the DM can reference what is needed fairly quickly.
What we have here is clearly no show-pony, but it is a workhorse. I want to see this author advance. I want to see this author put a little more life into his writing, but I think this entry demonstrates a rock hard core that other, perhaps more original, submissions have not produced.
Thanks Biggus.
Interesting setting: tropical atolls, undersea ruins, pirates, and a nice mix of races. Reminds me a bit of a fantasy Blue Planet.
I like the way that it mystically shapes and reshapes the land as it moves, and I really like the cost for using the map. The shifting city does seem like something from Moorcock or faerie.
Very nice. There is a lot going on here, and there are plenty of hooks for a GM.
Michael Kogan 74 wrote: The lack of being able to put the map up makes giving a clear picture of the cool geography nearly impossible within 1000 words. I had an interesting experience with this. Normally, I draw the map, and the map then guides my thinking about a country. At several times during drafting my entry, though, I would think "But this description doesn't fit the map." Then, I'd realize that I could adjust the map to better fit the description.
The hardest part for me, though, was coming up with all of the names that I needed. That was a real block, until I worked out some naming conventions.
"Eric Mona' wrote: Apparently one potential Superstar flaked and missed the deadline (not sure which one yet), so it's a good thing we picked those alternates! Ouch. Now I'm worrying whether my submission went through and posted correctly.
magdalena thiriet wrote: Nice item with interesting tactical possibilities...though indeed, name does not work. Yeah, it is a lame and pedestrian name. I suppose I could have used "statuette" in place of "figurine." I was working from the idea that it should be some protective religous figure.

Vendithian Union
“Prosperity flows from the King’s respect”
Alignment: NG
Description: An aristocratic republic that thrives on trade along the Great Road. The Union has rebuilt itself from the devastation of the Chaos Wars into the largest power in the West and the largest outside of the Elven realms.
Geography: The Vendithian Union lies between the Western Sea and the Central Sea, also known as Gaia’s Cup. The Union is named for the Vendithian Mountains which form the spine of the country, running roughly from northwest to southeast. The mountains are richly forested in pine. East of the mountains, there is rich farmland, and the largest river is the Warnive, which is navigable up to the foothills of the Vendithians. West of the mountains, the lands are dry and rugged between the mountains and the broad coastal plain. The rivers in this area have seasonal flows and shifting channels that limit navigation to the lower reaches.
Ruler: King Alexy Zadis, 35 years old.
Government: In the Union, a Parliament of nobles elects the king. The power of the king is limited in favor of the nobles and the wealthy burghers. The parliament meets when called by the king, usually once every two years. The senior leaders of Parliament form the King’s Council and administer much of the Union’s regular business. The Parliament’s meetings take place at various locations around the Union, typically in large and ornate encampments.
Capital: The capital of Oris is on the Warnive River near the Central Sea. The city’s keep is the seat of the King when he is in residence and is home to the King’s Council. Oris is a thriving trade city attracting merchants from all over, particularly those traveling along the Great Road. The Governing Council of Oris is made up of nobles and burghers. Oris has a number of humanoids from foreign lands, including an Elvish embassy. Oris escaped the worst of the Chaos Wars, but signs of damage can still be seen, and the city today is only about half as large as it was prior to the wars. (45,000 humans, 3500 dwarves, 1500 orcs, 800 indentured gnolls, 500 tieflings, 250 halflings, and 100 elves).
Regions:
Panithia. Panithia is the rich land east of the mountains, bordered on the north by the Agmith mountains and the orc lands beyond and on the south by the Vendithians. To the southeast, the Lachan Marches separate Panithia from the City State of Datia on the shore of the Central Sea. Panithia is home to many of the noble houses, including King Alexy’s. The people and lands of Panithia were spared the worst of the Chaos Wars, but the surrounding mountains are home to ogre tribes and gnolls roam the Lachan Marches to the south.
Notable Settlement: Oris.
Wyndrake’s Pass. The main pass through the Vendithian Mountains is the traditional land of the Stonehammer Dwarves. The approaches to the pass are lined with orchards and small farms. Prior to the formation of the Union, the pass was the sight of numerous battles as the humans from both sides of the mountains protested the punitive taxes that the Dwarves imposed on trade. The success of the Final Siege of Stonehammer was one of the key events that lead to the formation of the Union.
Notable Settlement: Stonehammer Hold (6,500 dwarves, 2,250 humans, 300 other).
Tellur. In the temperate lands along the northeast shore of the Western Sea, the holdings are widely spaced. The passes north through the Vendithians lead to the range of the nomadic orcs. To the northwest is the spreading dark forest and Frostforge Hold in the Northern Vendithians. Tellur was badly damaged during the Chaos Wars but is beginning to rebuild. Further to the west are other lands still struggling to recover from the Chaos Wars.
Notable Settlement: Maruchan (8,000 humans, 3,000 dwarves, 1,500 orcs, 800 tieflings, and 500 indentured gnolls).
Mirtula. The lands south of Tellur are more arid, and their southern border is under constant threat from gnolls, the beast-men of Narris. During the Chaos Wars, the port city of Beldan was destroyed, and the shifting sea left the ruins stranded miles inland. Now Beldan is home only to undead and other chaos creatures. The new city of Zadar is benefiting from increasing trade with the tieflings and other lands to the west. A southern route along the Great Road leads through Narris to Datia and other points east, but it is a dangerous road.
Notable Settlement: Zadar (10,000 humans, 3,000 dwarves, 1,500 tieflings, and 800 dwarves).
Notable Groups:
Knights of Lacha. The Knights guide and care for travelers along the Great Road. The Knights are based in Oris and maintain waystations for travelers in all of the Union’s major cities and in other cities along the road.
The Guardians. A group of druids, rangers, and others that are the protectors of the island of Amphala near the middle of the Central Sea, where the uninitiated are not allowed.
Stoutanvil Dwarves. Exiles from their ruined hold, they are scattered across the Union and in Frostforge Hold. Some hope to one day return to their former home in the mountains northwest of Panithia.
DM Secrets:
- Some of the western nobles resent the growing influence of the Oris merchants and are beginning to secretly discuss whether to exercise their lawful right to rebel against King Alexy.
- The dwarves have long memories. Many among the Stonehammers resent the presence of humans in Wyndrake Pass and see that most of the benefits of the Union have flowed to the humans.
- The Guardians have been sending expeditions throughout the lands surrounding the Central Sea, even into the dark forests north of the Western Sea. They may be mapping the changed world and documenting the chaos still present, or they may have other objectives that no one outside their order knows.
- The gnoll slaves in Oris and Zadar have brought their worship of the Dark Lord with them, and others have begun to join their cult.
Nice item. I like the consumable aspect. It would have been good, though, to have a description for finding or making multiple doses.
Mactaka wrote: (rofl..this is becoming like a free Wondrous Item Handbook!!) Isn't that part of the general idea ;)
I used these in a campaign a couple of years ago to shield a ruined temple. The party never asked why they weren't able to teleport past the walls. After I worked the figurine up for the contest, I was shocked at the cost. The figurines were, collectively, probably one of the largest treasures in the place.
Ross Byers wrote: The normal, english, earth reference frame meaning of the expression, I'd assume. If it is not stationary, it turns off. Yeah, seems clear enough. Though, I suppose the figurine could be attached to a vehicle such as a ship or a carriage in order to prevent persons from teleporting into the vehicle. The key distinction, here, being the figurine's stable orientation relative to the space to be shielded.
Figurine of Shielding
When activated, this item emanates a field in a 20-foot radius that completely blocks extradimensional travel. The banned forms of movement include astral projection, blink, dimension door, ethereal jaunt, etherealness, gate, maze, plane shift, shadow walk, teleport, and similar spell-like or psionic abilities. The figurine is activated through a one minute ritual. If the figurine is moved, the field will dissipate until the figurine is activated again.
The figurine generally takes the form of a divine being or other planar creature, can be made of stone or metal, and can range from six to eighteen inches in height.
Moderate abjuration; CL 7th; Craft Wondrous Item; dimensional anchor; Price 56,000 gp; Weight 5-20 lb.
The astute among you may have already guessed this is in reaction to an investigator PC using a syringe spear to deliver an infusion of skinsend to an unwilling target.
By RAW, I don't think the target can choose not to accept. Basically, they're under the effect of a Skinsend if struck, although their next round they can take a standard action to dismiss the spell (since they are the "caster," i.e. the unwilling imbiber of the infusion extract). But I'm wondering if I missed something somewhere about whether one has to accept a dismissible personal spell.
And if unable to not accept the spell, the corollary question is: if they dismiss the spell the following round, are they at 1/2 HP, per the spell, or is it as if the spell was never cast? RAW, I think it'd be half hp.
Just trying to wrap my head around this very corner case...
I run a very fast-paced game, and with the length of this module, you'll need to keep up. If you cannot post daily, please do not sign up--there are plenty of other games out there.
Please provide the following:
Name (PFS Alias):
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Biography of your character (full history, or just highlights of PFS career):
If more than 6 players sign up, there will be a lottery on Monday, August 19th (signups will close at 11:59pm Eastern US on August 18), and I will announce final lineup on the 19th. You will be expected to have your player profile ready by Friday, Aug 23, or your spot will go to the next player on the waitlist (Lottery will place all players in order). Let me know if you have any questions.
A Pathfinder Society Scenario designed for levels 3–7, being run as part of the PbP convention: OUTPOST II, from March 11th - May 6th, 2019.
The Pathfinders are sent to the Sanos Forest in central Varisia to assist an agent researching the fey who inhabit the remote wood. But like many seemingly routine tasks in a Pathfinder's adventuring career, the simple support mission quickly turns into an adventure the PCs aren't soon to forget—presuming they survive.
Written by Jerome Virnich.
You must signup on the Official signup sheet for Outpost II, which can be found:
Outpost II Signup Sheet found HERE
Our signup can be found on line 28, fairly close to the top of the signup sheet.
A Pathfinder Society Scenario designed for levels 7-11.
Being run in ***CORE*** mode as part of the PbP convention: OUTPOST II.
From March 11th - May 6th, 2019
You must signup on the Official signup sheet for Outpost II, which can be found:
Outpost II Signup Sheet found HERE
Our signup can be found on line 22, near the top of the signup sheet.
maps & images for The Ruby Phoenix Tournament |
Please be certain to have your profile updated by March 4th (a week before the official start of the game...)
And in the meantime, please provide the following information:
Player Name (as you would like it to appear on your chronicle)
Character Name
Character Number
Faction
Day Job
Any special tricks and or shenanigans that I should be aware of?
(Trapspotting, etc.) Obviously, this being a *CORE* game, I suspect there won't be too much to share...
maps & images for The Ruby Phoenix Tournament |
Please be certain to have your profile updated by March 4th (a week before the official start of the game...)
And in the meantime, please provide the following information:
Player Name (as you would like it to appear on your chronicle)
Character Name
Character Number
Faction
Day Job
Any special tricks and or shenanigans that I should be aware of?
(Trapspotting, Misfortune revelation, etc)
maps & images for The Ruby Phoenix Tournament |
Please be certain to have your profile updated by March 4th (a week before the official start of the game...)
And in the meantime, please provide the following information:
Player Name (as you would like it to appear on your chronicle)
Character Name
Character Number
Faction
Day Job
Any special tricks and or shenanigans that I should be aware of?
(Trapspotting, Misfortune revelation, etc)
this is the recruitment thread for GM Uktar's Assault on Absolom.
This Scenario is a Special being run as part of the second session of the Official PFS PbP Game Day VII (i.e. October 1-November 12th.)
We have not been given official mustering/recruitment instructions, so this is merely a placeholder. It is NOT open for signup. I'll put up a new post once we know more.
Murder’s Mark is an adventure of mystery, illusion, and mob justice for 1st-level characters.
PLEASE NOTE: This will run long, i.e. we'll definitely be playing into the second session of PbP GD VII. So do not signup with a character that you want to play in a scenario in the second session of PbP GD VII. The good news is that if you successfully complete the mission, you will receive 3 XP and 4 prestige (or 1.5 and 2 if Slow progression).
Murder's Mark product page
FYI: I tend to run a very active campaign, so if you can't post daily (for the most part), please don't sign up. And if you'll be offline for a few days, please be sure to let us know.
Be sure to post from your character's profile at least a week before the game starts. Ideally, you should have a completed profile by then, but since this is low tier, as long as the profile is complete by the start date, August 13, that'll be fine.
For out of game player discussion...
For dotting...and feel free to introduce your character if they are ready (don't fret. Plenty of time for this later, just setting it up.)

An urban mystery adventure for 1st-level characters. (Tier 1-2)
Murder’s Mark is an adventure of mystery, illusion, and mob justice for 1st-level characters, written for the Pathfinder Roleplaying Game and compatible with the 3.5 edition of the world’s oldest RPG. This volume also contains a gazetteer of the traveling Umbra Carnival and a brand-new monster pulled from history and mythology, all of which can easily be adapted for use in any campaign setting.
Written by Jim Groves
This is a recruitment thread for the Pathfinder Module: Murder's Mark for the PFS PbP Gameday VI. The game will run from October 6th to November 17th. Tier 1-2.
N.B.You'll receive 3XP & 4 Prestige upon successful completion (half that for Slow Progression...)
I will expect at least one post a day for each participant. I reserve the right to put you in delay to keep things moving.
To sign up, please post the following information:
Player Name (or alias):
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Email address: You're welcome to pm it to me (or put it in a spoiler).
Specialty: Anything special I should know, a boon, a game mechanic that you use, etc.
I will also need you to have all your character details entered in your profile or provide a link to your character sheet (you can signup now, then provide character sheet/details no later than Oct 1).
Go to PbP Gameday VI.
As always: Explore, Report, Cooperate!
Thread for player & GM discussion outside of gameplay...

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At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power.
Written by Crystal Frasier.
This is a recruitment thread for The Sky Key Solution for the 5th PbP Gameday. The game will run from August 27th to October 11th. Either Tier 1-2 or 3-4, depending upon who/what signs up, first come, first served.
Since this is a timed scenario run across multiple tables, I will expect at least one post a day for each participant, in order to keep up with the other tables. I reserve the right to put you in delay to keep things moving.
To sign up, please post the following information:
Player Name (or alias):
Character Name:
PFS#:
Dayob if applicable:
Email address: You're welcome to pm it to me (or put it in a spoiler).
Specialty: Anything special I should know, a boon, a game mechanic that you use, etc.
I will also need you to have all your character details entered in your profile or provide a link to your character sheet (you can signup now, then provide character sheet/details no later than Aug 23).
Link to PbP Gameday official page
As always: Explore, Report, Cooperate!

At long last, the Pathfinder Society has reassembled the Numerian device known as the Sky Key. Initial tests suggest it is capable of projecting a location’s past into the present, allowing Society agents to peruse books from destroyed libraries and speak with echoes of long-dead heroes. Now that it has perfected the Sky Key’s controls, the Pathfinder Society is prepared to extract a slice of Absalom’s history and bring it into the present; however, there’s no telling what might be waiting inside—or who in the present might wish to wield the same power.
Written by Crystal Frasier.
This is a recruitment thread for The Sky Key Solution for the 5th PbP Gameday. The game will run from August 27th to October 11th. Either Tier 1-2 or 3-4, depending upon who/what signs up, first come, first served.
Since this is a timed scenario run across multiple tables, I will expect at least one post a day for each participant, in order to keep up with the other tables. I reserve the right to put you in delay to keep things moving.
To sign up, please post the following information:
Player Name (or alias):
Character Name:
PFS#:
Dayob if applicable:
Email address: You're welcome to pm it to me (or put it in a spoiler).
Specialty: Anything special I should know, a boon, a game mechanic that you use, etc.
I will also need you to have all your character details entered in your profile or provide a link to your character sheet (you can signup now, then provide character sheet/details no later than Aug 23).
Link to PbP Gameday official page
As always: Explore, Report, Cooperate!
And here's a place to for a pre-game mustering chat, if you want to compare notes and discuss what shopping you may want to do at the start of the adventure. You're heading to River Country to deal with river pirates who've been harassing/waylaying supply boats headed up to Mendev for the crusade.

This is the Gameplay Thread for
#5–06: You Have What You Hold
Here's the lineup:
1: Deevor/Natty Grastik, Half-Orc Rogue 5
2: Skorn/Vermin, Half-Orc Druid 6
3: Rut'hgar, Human Cleric 6
4: Ser Cadwgan, Human Cad 3/Rogue 2
5: Luca Tsitranoc, Bard 7 (human?)
6: Linarra Del Voix, Human lvl 6, Fighter/hellknight
Obviously, we're playing the high tier (lvl 6-7). Official start date is Saturday, April 5.
I intend to run a quick game and I want players to stay involved. Ideally, post at least once/day during the week, and even over the weekend if possible. If something comes up, be sure to tell me.
If we're in combat, or another situation where we're waiting for input from your character, after 24+ hours of silence I'll have your character do some obvious or conservative thing (either continue attacking as you have, or put your character in a full defensive posture). If you disappear for an extended period of time without letting me know, your character will disappear into an unexplained plot hole; unless you've completed nearly all of the scenario before this happens, you won't receive a chronicle sheet for the scenario.
I do have a busy travel schedule for work, but even so, I should be on daily. And when I'm not traveling, I'll be frequently monitoring the gameplay thread.
I'll be doing the initial post of actual game text in a few days, but feel free to introduce your character if you'd like.
Excelsior!
Pirates! Adventure! PFS!
This game is part of the Official Pathfinder Society PbP Game Day 2. For more information please go to PbP Game Day 2:
#5–06: You Have What You Hold
A Pathfinder Society Scenario designed for levels 3–7.
As an act of retribution, an enemy of the society begins hiring river pirates to waylay Pathfinder boats bound for the crusader nation of Mendev. Unless the Pathfinders can track down the party responsible and put an end to their piracy, the raids may spell the doom of the society’s ambitions to the north.
Content in "You Have What You Hold" also contributes directly to the ongoing storyline of the Sczarni faction.
Written by Sean McGowan.
The game starts on April 6th, 2014, and ends, at the latest, July 5th, 2014.
Recruitment is open. Please state your interest by posting as a PFS legal character in this thread. Please only apply if you are willing to post at least daily (including weekends).
Under the Bomb supernatural ability it reads:
Bombs are considered weapons and can be selected using feats such as Point-Blank Shot and Weapon Focus.
So if an Alchemist has Weapon Focus (Bombs), Rapid Shot, BAB+6 and a min Dex of 13, he'd qualify for Snap Shot:
While Bomb also says:
"Drawing the components of, creating, and throwing a bomb requires a standard action that provokes an attack of opportunity."
That's no different than any other range weapon, i.e. using ranged weapon is standard action that provokes. Sooooo, it looks like you could use Bombs for AoO, right? I haven't found anything on the messageboards or FAQ that contradict or support this. Anyone?

How does the Bardic Performance abilities of a
Dawnflower Dervish-Sound Striker 5/Pathfinder Chronicler 5 mesh?
RAI would seem to indicate you just get your altered Archetypal Bardic Performance abilities as a lvl 8 DD/SS.
But by RAW, the first sentence says you'd gain the normal Bardic Performance abilities of a straight Bard (i.e. now get Inspire Courage, Suggestion, Dirge of Doom--normally gone/altered due to Archetypes). And the second sentence says "similar" stack to determine lvl.
Since I'm trying to decide on a build for PFS, RAW is what matters (or a clarification from Decumvirate, if anyone knows of one, please let me know). My take on RAW would be either:
A) Gain all of the above as a lvl 8 Bard/DD/SS (i.e. you get both normal Bardic Performances at full lvl, and any substituted archetypal performances)
or
B) Normal Bardic Performances possessed by DD/SS are lvl 8, any normal Bardic Performances replaced by DD/SS are lvl 3 (i.e. just from PC lvls), DD/SS specific performances that replace normal performances are lvl 5, and since it says "similar" Battle Dance should be lvl 8, (as would Inspire Courage)--this seems unlikely interpretation, since it's addressing the single overall parent ability, not it's individual manifestations.
I'm perfectly comfortable with RAI interpretation, though obviously A makes this a lot more tempting PrC (a PrC that's awfully weak otherwise--in fact, this, plus regaining Bardic Knowledge are the main appeals of the PrC).
Would a Flame Oracle's Burning Magic Mystery (Advanced Player's Guide) apply to his bombs if he were also an Alchemist?
Strangely enough, by RAW, it would only apply to those hit by the splash damage--who get saves.
Regarding Alchemist's Discovery: Tumor Familiar
If my character takes the Tumor Familiar Discovery the same level he takes the Improved Familiar (feat), could his initial tumor familiar be an improved familiar (as long as character meets the reqs for lvl, alignment, etc)?
And would it be at no gp cost, since it’s my first familiar? (I realize he'd need to dip a level in something else to get this synchronization, which is why I'm asking since I'm planning his build.)

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1 person marked this as FAQ candidate.
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regarding the Hybridization Funnel: Ultimate Equipment pg. 304
1) Is Shard Gel considered a liquid for use with Hybridizataion Funnel? (i.e. only blends alchemical "liquids")
2) Can you use HF to combine Holy Water and Ambrosia (Advanced Race Guide pg. 1) to make a splash weapon doing double dice damage? (which presupposes Ambrosia can be used as a splash weapon in the first place…)
regarding Grenadier’s Alchemical Weapon (Supernatural Ability)
3) Can you use a Hybridized Funnelized alchemical product with Alchemical Weapon ability, e.g. use AW to magically infuse an arrow with an Alch Fire & Acid combo?
4) Does Abundant Ammunition interact with Alchemical Weapon the same way it does with Magic Weapon, i.e. if you cast Abundant Ammo first, then use AW to magically infuse an arrow, is it replenished as AW-boosted ammo the next round?
5) Can you use AW to infuse something to an alchemical weapon? E.g. infuse Flash Powder to a Thunderstone to make a flashbang (granted, by RAW, the flash affect would only affect the direct target, not AoE, though Thunderstone should work as normally). What about using AW to infuse a Tanglefoot or Tangleburn bag?
regarding Alchemist’s Explosive Missile Discovery (Supernatural ability)
6) Can you infuse an Alchemical Weapon to arrow (move action), then stack Explosive Missile (standard action) on that arrow? Nothing in RAW seems to contradict this one.
7) If Abundant Ammo has been cast, and then you use Explosive Missile, does it get replenished as an Explosive Missile beginning of next round?
8) While this has been mentioned on more than one thread, I'd love confirmation: Since Explosive Missile makes it a Standard Action to infuse, load, and shoot an arrow or bolt, you can use it to infuse load and shoot a Heavy Crossbow as a Standard Action? that's RAW, right?
9) Can you use Alchemical Weapon to infuse a Raining Arrow with an extra (full) dose of Holy Water (or Ambrosia)? Again, seems like RAW says yes (though the extra dose of HW would deal damage to direct target only on a successful hit)
10) Does an Alchemist get +INT bonus to damage with Raining Arrow (since it damages as a splash weapon)?

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1 person marked this as a favorite.
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I'm creating my first level 2 PFS character, and I'm strongly considering Gnome Grenadier. I've spent a bunch of time reading the rules and searching the boards, but still, many questions remain about what's legal/RAW for PFS. To wit:
QUERIES: All these are intended for PFS usage
1) You buy bolts in lots of ten. Could you buy a lot of ten Adamantine bolts with 2 Prestige Points (i.e. 10 adamtantine bolts would cost 600, or 601gp)?
2) While Abundant Ammo doesn’t replenish blanches, any adamantine arrow/bolt (or mithral,etc) would be replenished, since it’s the arrow itself, not a coating, right?
Hybridization Funnel: Ultimate Equipment pg. 304
3) Is Shard Gel considered a liquid for use with HF? (i.e. HF only blends alchemical "liquids")
4) Can you use Ambrosia (Advanced Race Guide pg. 1) as a Splash Weapon (i.e. more expensive Holy water, if need arose)
5) Can you use Hybridization Funnel to combine Holy Water and Ambrosia to make a hybridized splash weapon doing damage from both?
Grenadier’s Alchemical Weapon (Su) ability
6) Does an Alchemist add his INT to an Alchemical Weapon infused arrow (i.e. doesn't splash, does Alch Throw Weapon Ability damage bonus apply)?
7) Can you use a Hybridized Funnelized alchemical product for AW infusion, e.g. infuse an arrow with an Alch Fire & Acid combo?
8) Since Alchemical Weapon is Supernatural infusion, i.e. not just a mundane coating like poison or blanching, does Abundant Ammunition interact with Alchemical Weapon the same way it does with Magic Weapon, i.e. if you cast Abundant Ammo first, then use AW to infuse an arrow, is it replenished as AW-boosted ammo the next round?
9) James Jacobs has posted “you can't infuse a splash weapon like a bomb.” Can you use AW to infuse something to a Tanglefoot or Tangleburn bag, since they are not splash weapons? What about Thunderstone, i.e. infuse Flash Powder to a Thunderstone to make a flashbang (granted, by RAW the flash affect would only affect the direct target, not AoE, though Thunderstone would work as normal)? Or would that not work because Thunderstone has area of effect?
10) Is it PFS-legal to come up with mundane version of a Flashbang: Could you use Alchemical Adhesive to attach Flashpowder to a Thunderstone? Common sense would lean toward yes, but I'm betting it's not legal for PFS play.
Alchemist's Explosive Missile discovery (Su)
11) Can you infuse an Alchemical Weapon to arrow, then use Explosive Missile with the same arrow? Nothing in RAW seems to contradict this one.
12) If Abundant Ammo has been cast, and then you use Explosive Missile, does it get replenished as an Explosive Missile beginning of the next round? RAW seems to say yes, but can't believe that's right...
13) While this has been mentioned on more than one thread, I'd love confirmation: Since Explosive Missile makes it a Standard Action to infuse, load, and shoot an arrow or bolt, you can use it to infuse load and shoot a Heavy Crossbow as a Standard Action? that's RAW, right?
Regarding Raining Arrow item (Elves of Golarion):
14) Does an Alchemist get +INT bonus to damage with Raining Arrow (since it damages as a splash weapon, right)?
15) Can you use Alchemical Weapon to infuse a Raining Arrow with an extra (full) dose of Holy Water (or Ambrosia)? Again, seems like RAW says yes, though the Holy Water AW wouldn't splash.
Regarding Tumor Familiar:
16) If I take the Tumor Familiar discovery the same level I take Improved Familiar (feat), can my initial tumor familiar be an improved familiar (as long as character meets the reqs for lvl, alignment, etc)? And would it be at no gp cost, since it’s my first familiar? (i'd need to dip a level in something to get this synchronization)
17) Would Flame Oracle (Advanced Player's Guide pg. 47) Burning Magic mystery apply to bombs? (by RAW, strangely enough, it would only apply to those hit by the splash damage--who get saves)
I apologize for the lengthy post, but I've spent a lot of time looking around and just couldn't figure out the answers.
Thanks
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