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I noticed that Fantasy Grounds is now selling PFS2 scenarios along with the Adventure Paths. The availability of the ready to run PFS2 scenarios is something they have just started to offer. One can sync one's account with Paizo as well there. Roll20 offers some PF2 materials and an account sync with Paizo, but has yet to offer PFS2 scenarios. Will this be coming to Roll20? I would really like to see this happen. Building scenarios takes time which can be spent running scenarios instead. The Online Region is growing and would grow even larger if we didn't have to build the scenarios. I feel like more players would take that step into online GMing if the scenarios were available on Roll20 as that is the VTT that most of the GMs in our region are using.
I absolutely loved Crit Arena this Friday, November 1st! I laughed all the way through it. This was just a great way to learn the rules while having to pressure at all on the players. It looked like a great way to introduce players to the PF2 system as well. I will be conducting a Crit Arena at some events where a larger audience is expected so that more people see PF2. I feel it will be a great draw for them and I will use it to distribute information about PFS2.
The Absalom Lodge of the Great Rivers Gaming Guild is proud to announce our QuinCon 34 line up of Pathfinder and Starfinder sessions for your gaming enjoyment! The beautiful Gem City of West Central Illinois is your destination July 19-21 to participate in the con before THE CON! You can sign up at our QuinCon 34 Warhorn page Check out our League of Aroden blog for information as we get closer to the convention. Our event is listed on Paizo as QuinCon 34 Believe it or not, but we actually have plenty of GMs on standby who want to run sessions for you. As the tables fill, we will be adding GMs to overflowing tables and opening additional scenarios in slots with full tables. In addition, this year we are bringing back multi-table specials after a long absence! Pathfinder players can experience 8-99D: The Solstice Scar while Starfinder players can experience 1-99: The Scoured Stars Invasion. We even have extra GMs for those specials. Come on over to Quincy, Illinois and enjoy our Midwest hospitality and play some Pathfinder and Starfinder scenarios as you get ready to go to Gen Con. Pick up those levels you need for your characters before playing them in Indianapolis. Get that experience and gold, level up, and purchase the items you need to thrive and survive in August!
I like the idea of using the Achievement Points to earn more PFS1 Replays. That's a good decision. As far as the Chronicle Sheet goes, there are no spots for Achievement Points, Infamy, and Downtime. Will these be digitally tracked on the Paizo site only? I do realize that DT will not accumulate so that may not need a tracking system, but I think it might be something that should be listed on the sheet if it has different rates of earning for slow progression vs. normal progression. I really feel that AcP should be listed on the Chronicle Sheets for similar reasons.
This was posted in an earlier blog post by Tonya. "At this point, we have a potential rubric. A massive shout out to Chris Marsh, whose original version provided the basis for our discussions. As I don't want to clutter this blog with a conversation about the rubric, I will post it in a discussion thread on our forums. The thread was opened last Friday, May 3 and you can find a link to it here. We will take feedback for one week. After that, we will lock, load, and publish the rubric for future use." Where is this thread? Some have asked where it is and I have not seen a response. I would like to have the opportunity to look the rubric over and comment on it if I feel I need to do so. Could someone please post a link to this thread? Thank you in advance.
My question is: Do Unchained Summoners and their Eidolons have to use the same items when they occupy a slot? I think the summoner can wear a Belt of Mighty Constitution +2 while the Eidolon can wear a Belt of Giant Strength +2 with both enjoying the effects of the items. One of my fellow DMs thinks they have to have the same items in the slot for them to work. Also, I say the summoner must have an item in a slot in order for the eidolon to have an active item in the same slot. He says the exact opposite. Could we get some clarification on how this works? Thanks in advance!
In going through the Monk and Zen Archer via the CRB and APG, I see where the APG states that the Zen Archer loses the Monk's normal bonus feats. They are replaced by specific Zen Archer bonus feats. The lost bonus feats would be Improved Unarmed Strike and Stunning Fist. They get replaced with an archery bonus feat and Perfect Strike. I've got some players questioning this interpretation. The point of the Zen Archer in its introduction is to become one with another weapon entirely-the bow. Any thoughts?
Not sure if this is the right place for this, but if not please let me know where to move it to. I would like to announce the Zaroznia! The Quest for the Teallan Elves homebrew campaign. We play in Columbia, Missouri at Valhalla's Gate. This is a custom campaign using modified Pathfinder RPG rules. We play once a month on a Saturday afternoon/eve. It is an open campaign for players, but all characters must be unique to the Zaroznian world alone. In this setting, you will experience a world of fantasy where heroes are needed to restore balance to Zaroznia. The actions of the ancient Teallan Empire have triggered events and reactions which have impacted the world. The future of the lands is in the air and no one can say what will happen. The use of magic has become an arms race for the races of Zaroznia as the people struggle to rediscover what once was prevalent. The Free Peoples of the Westlands face the dark shadow of a new Empire even as they grapple with the fallout from the destruction of the old Empire. The collapse of the ancient Teallan Empire has resulted in an tremendous vacuum as monsters and other beings rushed in and filled the sudden void. The riches of the past lie hidden from the people of the present. The continent of Zaroznia has been physically altered and the lands still shudder from the transformation. New kingdoms have emerged to take the place of the old Empire's rule and each strives to maintain its authority in the face of the multiple challenges that confront each ruler and their subjects. It is this world, the Westlands of Zaroznia that you, the player, will step into. Will you be one who comes to help the peoples face their challenges or will you let them succumb to the darkness that threatens to envelop all? Registration is available at https://warhorn.net/events/zaroznia/schedule/2016/04/16/sessions/116277 Space is limited and the next session is April 16th. If interested, please let us know. The goal is to have a revolving player base so that no matter what, a game session takes place once a month.
I am a long time 1e/2e AD&D player and DM. I played Pathfinder at Columbia and loved the game and am now starting to convert my Zaroznia campaign to PF. I would like to play Pathfinder with local groups up here in Northeast Missouri, preferably in the Kirksville area. I will eventually be a GM as that is what I have done in the past, but I need to play the game some to get a good feel for it and the mechanics. ] Please let me know if there are any organized Pathfinder Society groups in the area.
About The Black DevilBuild rules for GM The Shadow of Westcrown:
Level: 1
Bonus Feat at 1st level: Weapon Finesse 1 Trait, plus a Campaign Trait, with the option to take a 3rd Trait if a Drawback is also taken
The Black Devil The Black Devil - Tiefling Male 18yrs - Monk 1 (Sohei/MoMS) Str 14 05 14 +2
HP: 8 +1 CON = 9 F/R/W: +3/+7/+4 SP: 4 +3 INT +2 Campaign, must use 1 for CHA, Craft, or Profession 9 Acrobatics 1 Rk +3 Class +5 Dex
Murder Table:
1,000 GP starting gold [spoiler=AC is a complex topic...] AC: Parade Armor +3/+5Dex or Monkish Wisdom +2
Armor FlatFooted: 13
Unarmored FF: 12
Starting Gear:
011GP --cp 11.0 lb Bill 100GP --cp 25.0 lb Chain Shirt (chg Parade Armor?) 025GP --cp Guard Dog 008GP --cp 2.0 lb Kukri 003GP --cp 3.0 lb Chakram(3) 006GP --cp 1.0 lb Chakram, Cold Iron Usual Gear:
25 lb Chain Shirt 11 lb Bill 02 lb Kukri 03 lb Chakram(3) ===== 41 lb Tiefling:
+2 Dex, +2 Int, -2 Cha Outsider(Native) Languages: Common, Infernal, Draconic, Elven, Goblin Resist: Cold 5, Elec 5, Fire 5 +2 Bluff and Stealth Darkvision 60ft Prehensile Tail - can retrieve small, stowed objects carried on their persons as a swift action. Traits:
Suicidal(Race) Immediate action 1/day, become target of an attack originally directed to a target adjacent to you. Feats:
Campaign: Weapon Finesse 1st-level: Combat Reflexes Monk: Improved Unarmed Strike MoMS: Jabbing Style Skills:
Skill Points (4 +3 INT)+(4 +3 INT)+(+2 +3 INT)+(6 Bluelight)+(4 +3INT) = 32 11 Acrobatics 4 Rk +3 CS +4 DEX = 11
Monk Sohei/Master of Many Styles:
+1 BAB
Class Skills:
SOHEI: proficient with all simple and martial weapons and with light armor. Devoted Guardian (Ex)
MASTER OF MANY STYLES:
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat. He does not have to meet the prerequisites of that feat. This ability replaces a monk’s standard bonus feats. Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. Build rules for GM The Shadow of Westcrown:
CHARACTER CREATION
Level: 1 Race: Any, but clear it with me first. I would vastly prefer the PCs be one of the common or uncommon races in Cheliax. I will NOT accept the alien/sci-fi races without a backstory that is cinema-worthy. Class: Any official Pathfinder, but I will allow 3PP material on a case-by-case basis, if requested. Again, subject top my discretion. Max HP per HD +2 skill points per level, one of which must be used on a social skill (One using CHA), Craft, or Profession Bonus Feat at 1st level 1 Trait, plus a Campaign Trait, with the option to take a 3rd Trait if a Drawback is also taken 1,000 GP starting gold Ability Scores: Choose one stat that becomes 18 before modifers, then another which becomes 08 before modifiers, then distribute 16 points amongst the other ability scores (Which are set at 10,) in any way you desire. You may reduce any of the 4 stats by up to -2 to gain a commensurate number of points to distribute amongst the others. The Black Devil The Black Devil - Tiefling Male 18yrs - Monk 1 (Sohei/MoMS) Str 12 2 12 +1
HP 8 +1 CON +1 FvC = 10
F/R/W +6/+7/+6
unarmed strike +3 1d6+1 bill +2 BAB +1 STR 1d8 +1 STR 20x3 brace, disarm, reach, block(inc TD) APG 11lbs 11GP chakram +2 BAB +4 DEX 1d8 +1 STR AC is a complex topic...:
(This section now assumes 3 ranks Acrobatics) AC: Chain Shirt +4 or Monkish Wisdom +1
Chain FlatFooted: 14
Unarmored FF: 11
Starting Gear:
011GP --cp 11.0 lb Bill 100GP --cp 25.0 lb Chain Shirt 025GP --cp Guard Dog 008GP --cp 2.0 lb Kukri 003GP --cp 3.0 lb Chakram(3) Usual Gear:
25 lb Chain Shirt 11 lb Bill 02 lb Kukri 03 lb Chakram(3) ===== 41 lb Tiefling:
+2 Dex, +2 Int, -2 Cha Outsider(Native) Languages: Common, Infernal, Draconic, Elven, Orc, Goblin(from Linguistics) Resist: Cold 5, Elec 5, Fire 5 +2 Bluff and Stealth Darkvision 60ft Prehensile Tail - can retrieve small, stowed objects carried on their persons as a swift action. Traits:
Westcrown Firebrand(Campaign) +1 Init, when acting in Surprise round, +1 To Hit. Suicidal(Race) Immediate action 1/day, become target of an attack originally directed to a target adjacent to you. Feats:
1st-level: Combat Reflexes Monk: Improved Unarmed Strike MoMS: Crane Style, FD: -2 to hit, +3 AC. TD: +5 AC. MoMS: Crane Wing, FD/TD and one hand free: Deflect one melee attack/rd 3rd-level: Snake Style Spire Defender: Combat Expertise Spire Defender: Dodge Skills:
Skill Points (4 +3 INT)+(4 +3 INT)+(+2 +3 INT)+(6 Bluelight)+(4 +3INT) = 32 11 Acrobatics 4 Rk +3 CS +4 DEX = 11
Monk Sohei/Master of Many Styles:
+1 BAB
Class Skills:
SOHEI: proficient with all simple and martial weapons and with light armor. Devoted Guardian (Ex)
MASTER OF MANY STYLES:
At 1st level, 2nd level, and every four levels thereafter, a master of many styles may select a bonus style feat. He does not have to meet the prerequisites of that feat. This ability replaces a monk’s standard bonus feats. Fuse Style (Ex) At 1st level, a master of many styles can fuse two of the styles he knows into a more perfect style. The master of many styles can have two style feat stances active at once. Starting a stance provided by a style feat is still a swift action, but when the master of many styles switches to another style feat, he can choose one style whose stance is already active to persist. He may only have two style feat stances active at a time. Magus Spire Defender:
Magus (Spire Defender)
Expeditious Retreat 1m/lvl CT 1SA
Prepare: 3 0th-level, 2 1st-level
Feat: Combat Expertise
Arcane Pool: 1/2 Magus Level + INT = 4 points
Spell Combat:
At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks. Magus Cantrips List:
Acid Splash = Orb deals 1d3 acid damage. Arcane Mark = Inscribes a personal rune on an object or creature (visible or invisible). Dancing Lights = Creates torches or other lights. Daze = A single humanoid creature with 4 HD or less loses its next action. Detect Magic = Detects spells and magic items within 60 ft. Disrupt Undead = Deals 1d6 damage to one undead. Flare = Dazzles one creature (–1 on attack rolls). Ghost Sound = Figment sounds. Light = Object shines like a torch. Mage Hand = 5-pound telekinesis. Open/Close = Opens or closes small or light things. Prestidigitation = Performs minor tricks. Ray of Frost = Ray deals 1d3 cold damage. Read Magic = Read scrolls and spellbooks. Spark = Ignites Flammable Objects Backstory:
Westcrown is a dark and dour place. Everything and everyone is what and who they should be, or they regret it. Sooner, or later. Or that's what they tell you. It's what they told me. So I was good. Well, I was dutiful. I was also good, but that wasn't what they had meant. Where was I? Oh yes, dutiful. I was dutiful. I had dutifully stood and glowered, unreadable, unthreatening, but obviously armed, and ready, in the brothel where I lived. Where I was raised, perhaps born. You don't ask questions, when they aren't answered. You just do your job. Mine was to glower, to watch, and if there was trouble, to get there first. And I was good at it. Until I wasn't. It was the dutiful thing, you see. When a helmeted Hellknight says you're to come answer questions, you go. Maybe not if you're expecting trouble, but the sun was still rising, there would be no business, let alone trouble, for hours. So I went, dutifully. And when the Hellknight found some other infraction on the way there, and sent me ahead to the garrison, I went. And when I got there, well, for Hellknights, you wait. Eventually, they get tired of scowling at you, and somebody asks. And you wait some more, until the Hellknight doesn't show, and they suggest you leave. Go home, they said. So I went. Home, I guess. I guess it was home. No, it was. It was definitely home. And now it's gone. They were all gone. Not missing, but dead. Fast. It was fast. Like they didn't... It was fast. And the dog was there, leashed still behind the desk out front, like nothing happened. Oh, he knows something happened, he knows we're not there anymore, I can tell he misses them... So, anyway, Westcrown is a different kind of place, now. Not everyone is doing what they should be. I don't know who they are. I don't know, if it's the helmeted Hellknight, or the Shelynite with his little carvings, or... I don't know. But I will. And they'll regret it. Sooner, or later. More Backstory:
By the Waters
----- "By-y-y-y, the wa-a-aters, the wa-a-aters...", the tiefling sang* softly, mournfully, as he worked. The black hound followed, and occasionally matched a broken note with a woeful whine. The only other sounds in the Westcrown predawn were the tiefling's steps, and the occasional whine, sharper than the dog's, from the springs of the cart, with each new burden the tiefling added. ----- "We lay down and we-ept, and we-ept...", the tiefling sang softly, dutifully, as he dug the graves. The black hound lay nearby, softly whining, perhaps to match the tiefling's song, or the cart's infrequent springsong, punctuating each lessening of its load. ----- "We remember thee, remember thee, remember thee...", the tiefling sang tiredly, his voice rough with his labors and the repeated song. The shovel's clatter into the cart had roused the hound, and it now stood next to him, while he sang, his voice growing rougher, without the balancing burden of the work to be done. "By the waters, the waters, the waters
At the end, the voice was just a growl; it could have come from man or beast. Except the beast was whining. * http://www.youtube.com/watch?v=uTnspbSjKVc |
