Jeremy Packer's page

RPG Superstar 8 Season Star Voter. Pathfinder Adventure, Adventure Path, Starfinder Adventure Path Subscriber. *** Pathfinder Society GM. 6 posts (2,926 including aliases). No reviews. 1 list. No wishlists. 31 Organized Play characters. 11 aliases.

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So, in my group we are looking at doing a mostly non-magic party and I was wondering how viable it would be to do an alchemist. The action economy tends to be the downfall but I was reading up on the Injection Spear (and the Injection trait), It reads as below.

This weapon can be filled with a liquid, usually an injury poison. Immediately after a successful attack with the weapon, you can inject the target with the loaded contents with a single Interact action. [b](If the target is willing, the injection takes only 1 Interact action total.)[b] Refilling the weapon with a new substance requires 3 Interact actions and uses two hands.

My question is about the part in bold (my editing). If I am reading that correctly it seems to indicate that you can inject a willing target without an attack. Would this allow you to do so without doing damage? If it still would do damage, can you do just the minimum or maybe without adding your strength modifier?

Thanks in advance.

Hey friends, I got a question. I am looking over Swashbuckler and I am curious what the intended reading of Confident Finisher is. Specifically, the Failure result.

Failure: You deal half your precise strike damage to the target. This damage type is that of the weapon or unarmed attack you used for the Strike.

I get that the damage on a success would be considered precision damage and would not apply to attacks against creatures immune to precision, but if the damage from the failure still considered Precision damage. I get that precision damage becomes the same damage as the attack, so the second line comes out to the same thing under most situations, but it seems like it might be slightly better to miss against a creature immune to precision.

Thoughts on this one?

Dark Archive

I was reading up on some hazards in preparation of running Abomination Vaults. One of the hazards has an aura. I am curious how this would work with the Disable Device action.

Making the assumption that the party has detected the hazard and they wish to Disable it, how would a hazard's aura ability work?

I feel that normally you would have to be adjacent to the hazard's trigger to use the Disable Device action. This would mean to disable the hazard, the character making the check would need to be within the aura. So, would the aura effect the character before they could disable the hazard?

Thanks in advance for the help and knowledge.

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So, I will soon be starting a new campaign (Abomination Vaults) and one player is playing a thaumaturge. I am trying to wrap my head around this class and all the unusual abilities is seems to get. One thing I see as becoming a question is Exploit Vulnerability, which reads as follows.

'Select a creature you can see and attempt an Esoteric Lore check against a standard DC for its level,'

My question is, does this Esoteric Lore check count as a Recall Knowledge check? The Esoteric Lore can be used to make Recall Knowledge checks, but unless I am missing something this specific use would not count as Recall Knowledge. This means it would not trigger things based on a Recall Knowkedge check, such as Dubious Knowledge, nor would it apply bonuses that apply to Recall Knowledge checks.

Am I reading this ability correctly? Or am I being too restrictive in my application of this ability? Thanks for the advice and knowledge.

In a discussion about the Thaumaturge with one of my players, the questions about how this ability will exactly work. We want to make sure we are applying things correctly. One thing that jumps out at me though is what exactly it means when it says "Standard DC". I couldn't find anything specific matching that language, so I looked over a few other things.

The feat Diverse Lore has you compare your result to the Recall Knowledge DC and if the original check would also be a success on this Recall Knowledge DC then you get a little more info. This seems to indicate these two checks could have different DCs, I just can't figure out how that would be. The only thing I could think of is that the
"Standard DC" does not take rarity into consideration but that seems a bit too much.

So, does anyone have any details on what it means by "Standard DC"? If you can provide the source of this detail, I would appreciate it. Thank you.

So, while one of my players was discussing a new build I ran into a hypothetical question. One that had never come up before and I have no idea what to look for on the forum to get an answer.

The build in question is an Oracle with the Shadow Mystery, and the question is specifically about the Stealth Mastery revelation.

Stealth Mastery (Ex): You gain Skill Focus with the Stealth skill. At 8th level, you gain Signature Skill with the Stealth skill, even if you don’t meet the feat’s prerequisites. At 16th level, you gain the hide in plain sight shadowdancer class feature.

The feat Signature Skill says specifically that it can only be taken once.

Signature Skill

My question is, what happens if the Oracle takes Signature Skill at level 5 in a different skill? Does the revelation override the limit of "once" listed in the feat? Does the "once" prevent them from getting the 8th level benefit? Or would they then have to replace the feat they took at 5th level (retraining or otherwise)?

Thanks for the help as always.

I've been tinkering with an alchemist (not a tinkerer though) and I keep coming back to this item. It's cost is really low and it seems to be a good item, but it doesn't say it is consumed in being used. I've seen a few comments that 200g for a reusable item isn't that high (I agree) but that leads me to believe in the concept if something is too good to be true, it likely isn't.

Does anyone have any official word on this? Does anyone have an opinion to share? Thanks.

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Hello fellow GMs. I am looking to see if there is a GM out there who would be willing to take over a Mummy's Mask AP that I have been running. The players are devoted and put in the time, I just find that I personally am lacking as a GM in this format.

I'd rather admit defeat than run a bad game, but I don't want to bail on the players. If someone is able to help save it for them, I would appreciate it. Thank you.

One big change I am seeing in the published material is for NPC spellcasters, specifically those that seem to have a basis in the Wizard and Alchemist classes. These NPC's do not show any kind of spellbook or formula book in their Gear section. My question is, how do you explain this to the PCs when they want to gain access to those items? I know in a few instances that the treasure section of an encounter shows these items, but no where near every time. Often there are characters that would clearly need access to these items, but they are not available for the PCs to recover (and therefore gain access to the spells and formulas within.

So, what do other GM's do in these cases?


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OK, so I am looking into the crafting rules for second edition and I just am not sure if it is worth it. It honestly seems like it is not MORE difficult and MORE likely to be something players ignore.

If I am reading this correctly, crafting plays out like this.

Character takes 4 days of downtime to make a Crafting check and spends half the price of the item in raw materials. If he succeeds at the check, he then can spend the other half of the price to craft it after the four days, or he can continue crafting it using more downtime to reduce the cost. For a more in depth example, see below.

Scroll Example:
So, a second level wizard is attempting to scribe 4 scrolls of magic missile. He has EXPERT proficiency in Crafting and the Magical Crafting feat. The scrolls have a price of 4 gold each, so thats 16 gold total.

He uses 8 gold in raw materials and spends his 4 days crafting the scrolls. He critically succeeds. He now has two options.

1. He can use ANOTHER 8 gold in raw materials to be done with the items.
2. He can continue to craft the items earning a 5 sp discount on the final cost for each additional day spent (Level 2 +1 for critical, expert proficiency).

So, if I am correct, you can either spend a WHOLE lot more time crafting (the example would take up to 20 days) or spend just 4 days and pay full price for the item anyways. So, wouldn't it be a better deal to spend the downtime earning income and use that income to cover some of the cost of the item when you simply buy it.

I am simply not seeing WHY someone would craft anything in this game. I mean alchemists can use the infused reagents, but other than that why would they ever actually use downtime to make additional items?

If I am missing something, please fill me in because I was excited that the alchemist was now focused on crafting, and I thought that meant crafting would be worth doing. Thanks.

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We Need Heroes!

We have just finished Book 1 of The Mummy’s Mask AP and the group is going its separate ways. We want to continue the game overall but we need three new players to do so. I have decided to open this up to a general recruitment. If you are interested in joining us as we continue the AP, please post with a character (idea, build, & background). The recruitment will be open until Friday, 11/30/2018. I will review the characters then and make a decision by Tuesday, 12/4/2018.

There is one remaining character from the previous group, Harmini Wakestep. She is the group’s healer and know-it-all. I will be enlisting her aid in choosing her companions. Together we feel a good balance to the party leads to success, so we will be trying to choose characters that will likely work well together.

I highly encourage everyone to read the Mummy’s Mask Player’s Guide for advice on what characters will work well in the AP. Additionally, please also read my own Guidelines For Character Creation for the specifics realted to building your characters. Harmini and myself are on the forums regularly, so if there are questions or concerns (or advice), please feel free to post those as well.
Thanks, and I look forward to reading everyone’s ideas.

So, I am looking to potions for a concept build and I keep seeing adhesive spittle and I am wondering... Can it be made into a potion?

By RAW I think it can. It is low enough level (1st) and it targets one creature. Both meet the requirements of brewing a potion. But is the one creature it is referring to the one who gets hit by the spittle or the one who is spitting? I'm curious what others think of this situation. Thanks.

I am curious if any one knows if this has been addressed before, and if so, what was the answer.

The spell Slipstream has the following description:

Slipsteam wrote:
You create a low-cresting wave of water that carries the target along the surface of water or the ground. When moving across level ground, the target's speed increases by 10 feet. If going downhill, speed increases by 20 feet instead, but slipstream provides no movement bonus when going uphill. While swimming, the slipstream increases the target's swim speed by 20 feet—if the target does not have a swim speed, this spell grants a swim speed of 20 ft.

I understand a lot of this is flavor text but would this spell allow a purely aquatic creature (a creature without a base land speed, such as a shark) to move across land? Basically, does having no base land speed equal zero or none at all when using this spell? Also, how would Expeditious Retreat work on a similar target?

Thanks in advance.

OK, I give up. I need help folks to make sure I am handling this correctly.

I know it is "traditionally" accepted that Tiny creatures, specifically familiars, can share the space with any other sized creature. The problem is, I cannot find where that is clearly defined or at least clarified.

The issue I have is that it is clearly stated that you can't end movement in the same square as another creature, but the exceptions for small creatures only mention moving, not occupying the space.

Ending Your Movement:
You can't end your movement in the same square as another creature unless it is helpless.

Very Small Creature:
A Fine, Diminutive, or Tiny creature can move into or through an occupied square. The creature provokes attacks of opportunity when doing so.

The part that makes it unclear is the "move into". Does that mean they can occupy the space? If they can't occupy the space, how do they make attacks?

I've seen a number of threads on this subject but nothing I found clearly states what it is supposed to be. Anyone got some source that can help clear this up.

OK, I have a situation coming up in a game and I want to make sure I handle it appropriately.

The ATONEMENT spell says...

If the atoning creature committed the evil act unwittingly or under some form of compulsion, atonement operates normally at no cost to you. However, in the case of a creature atoning for deliberate misdeeds, you must intercede with your deity (requiring you to expend 2,500 gp in rare incense and offerings).

I am reading this that any character would have to pay the extra 2,500 gp if the act was a willing act (not compelled).

Then it also says...

Restore Cleric or Druid Spell Powers: A cleric or druid who has lost the ability to cast spells by incurring the anger of her deity may regain that ability by seeking atonement from another cleric of the same deity or another druid. If the transgression was intentional, the casting cleric must expend 2,500 gp in rare incense and offerings for her god's intercession.

This is the only other place it mentions the extra cost.

So my question is, if a character deliberately commits an evil act but he is not a cleric, what is the cost of the atonement spell?

In addition, the spell says...

Atonement may be cast for one of several purposes, depending on the version selected.

And then proceeds to list various effects, most specifically to restore spellcasting and class abilities.

So, a follow up question, if a cleric or paladin (or other similar character) loses his spells or abilities due to an alignment change would they be required to get two spells cast on them?

Dark Archive

Oathday, 12th of Pharast, 4714.

The bustling desert city of Wati is near bursting with excitement. Adventurers from every corner of the Inner Sea region have assembled here beneath the hot Osirian sun to explore the tombs of the city’s necropolis, waiting only to be assigned their first sites for exploration. Surrounding the participants, the public has gathered to observe the ceremony as well. There is a festival-like quality in the air, and numerous street vendors are hawking goods and refreshments to participants and spectators alike. Some merchants have even brought what can only be considered adventuring gear to sell as last minute convenience items to explorers, while others advertise that they’ll buy recovered treasures and antiquities from those who visit their establishments.

In front of the imposing edifice of the Grand Mausoleum, an immense awning has been erected between decorated pillars in the market to provide shade for the priests of Pharasma overseeing the lottery. Beneath the awning, two urns sit atop a table elevated a few feet above the ground on a wooden stage constructed for the event. The high priestess of the Grand Mausoleum, Sebti the Crocodile, sits behind the table, while two acolytes confer with her at either side.

Numerous adventuring groups stand in small clusters near the stage, made up of multiple nationalities and races. Most keep to themselves, but some teams engage in quiet conversation with other teams.
The ceremony begins when the high priestess of the Grand Mausoleum, Sebti the Crocodile, rises to her feet and looks over the crowd. She raises her hands, calling for silence.

Blessed Lady of the Graves, over seventeen centuries ago you aided our great city rise again after the tragedy of The Plague. Now we ask you again to aid our great city as we ask these brave souls to explore the history and the truth of what happened during those dark times. We say to you, as always, Not this year, Not yet.

Wati’s destiny was forever warped in 2499 ar, when the cult of Lamashtu unleashed the Plague of Madness among the city’s thriving populace. Many of those whom the fever did not immediately kill were driven to murderous insanity, and within months, more than half the city had fallen in painful, anguished death. Most of the survivors fled Wati to make new homes elsewhere, but a stubborn minority remained behind, determined to reclaim their city. But even once the plague had run its course, their livelihoods collapsed as An and Tephu took over Wati’s once-exclusive trade routes, and their floundering community struggled against recurring outbreaks of the undead from the city’s many abandoned buildings-turned-tombs.

It took almost half a millennium for Wati’s fortunes to reverse thanks to the church of Pharasma. With the tacit permission of Osirion’s Keleshite sultan, a Pharasmin priest named Nefru Shepses marched on Wati in 2953 ar with a small army of alchemists, masons, and morticians under his banner, intent on consecrating the entire city to the Lady of Graves, beginning with a new, monumental temple to Pharasma called the Grand Mausoleum. Over the next 30 years, Nefru Shepses and his followers recovered the bodies of those slaughtered in the Plague of Madness from their hasty, makeshift graves and the Pharasmins walled off that portion of the city that had been abandoned, transforming it into a metropolis of makeshift tombs. Thousands of corpses were given formal burial rites and reinterred in this dead copy of the living city, which continues to serve as Wati’s necropolis today.

Now, let the lottery begin! Although many of you have requested specific sites to explore, we must leave these matters to fate. The Lady of Graves is a far better judge of destiny than we of this mortal sphere. The gates of the necropolis will open at sunrise tomorrow. Use this evening to prepare yourselves for the task ahead. Let these rules guide you in your endeavors in this holy place: remember how this came to pass, every slave’s hut is a memorial, and honor the departed. Remember, All who live must face her judgement.

After Sebti returns to her seat, the two acolytes accompanying her each draw a wooden token from one of the urns on the table. The tokens match the token the party was given when they registered for the lottery. One acolyte steps forward and addresses the crowd.

Daughters of the Desert! Please send a representative forward for the location you are being assigned.

A large red haired woman steps forward to the acolytes. The second acolyte produces a scroll from nearby, and the three begin consulting together. Once they seem to come to an understanding, the second acolyte hands the red haired woman the scroll and then she returns to her companions. This process is repeated again and then a third time, calling forward a representative of The Sand Scorpions and The Cryptfinders.

Once again the two acolytes draw tokens from the urns. The one acolyte steps forward again and calls the next group.

The Tomb Tossers! Please send a representative forward for the location you are being assigned.

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Welcome to the discussion thread of the Mummy's Mask AP.

Please read the link found at the top of the page title Player Character Guidelines and then post to this thread about what kinds of characters you are looking and willing to play. Unless there is a build that is disruptive in my opinion, I will stay out of this discussion exception to answer questions.

Let me know if there are any questions.

Edit: Minor additions to the Player Character Guidelines

Dark Archive

The group is already selected. Just some friends looking to play a little more in spare time.

The magic item Wand Key Ring says it provides a bonus to UMD checks for Scrolls and spell trigger items. Is there any reason this would not work for Spell Tattoos? They are spell completion items like scrolls but are not in the core material really so I wasn't sure if this was kind of an oversight or if it was intentional because it would be over powered. Thoughts?


This may seem like a stupid question but with the new rules allowing crafting for Alchemists, I want to make sure I am clear before I do it.

Crafting is clearly done during downtime, but how many checks can be made during each downtime? Is it as many as desired or needed, or is it only one? Obviously it would be rude to expect a GM to sit and watch you make an hour worth of checks, but is there a legitimate ruling on how many checks?

And similarly, does making crafting checks prevent you from also making a Day Job check? Can you do both in the same session?

Thanks as always.

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Lately there has been some debate among some of my local players about the revision rules in the Season 8 Guild guide. Hopefully someone here can help me out.

The guide says in two different places, two similar but debatable things.

Under Character Revision on Page 35 it says...

Level 1 characters may be rebuilt per the rules in Appendix 1: Character Creation. This is not a necessary step to completing a Chronicle sheet after an adventure, but a Chronicle sheet is required in order to confirm the changes.

Then under Rebuilding on Page 39 it says...

Rebuilding: This is the process of changing any aspect of your character except his or her Pathfinder Society Number. Each character may freely rebuild anytime before playing an adventure at level 2 or higher. More information about rebuilding can be found on page 8.

These two sections direct you to different sections on how to rework a character at first level. And neither question is clear on how to handle starting gear, which is where the debate comes in.

When reworking a character at first level how do you handle starting gear. At some points it seems to indicate you get to spend a full 150 gold again, and at others it seems to indicate you can alter gear that is specifically affected by the changes made. And neither indicates anything about expended items or gold.

So, say a player makes a 1st level wizard and for gear purchases several 1st level scrolls. And during his first scenario he uses 3 of those scrolls, worth 75 gold. If he then reworks the character into a sorcerer, can he spend the full 150 gold again, and buy more scrolls to use them again? Or is that gold spent?

Thanks in advance for the help.

So, I am facing an encounter with an incorporeal target using an archer with a magic bow. The arrows though as not magical. Can they still affect the target?

I know the rules state that a magic bow makes arrows magical for purposes of overcoming DR, but it doesn't say anything for incorporeal targets.

Will I need to use +1 arrows in order to hit an incorporeal target?

Thanks as always to the Hive.

I suspect this has been answered elsewhere but my skills are lacking this late at night.

Can a character mix melee and ranged attacks as part of a full attack with two weapon fighting? Say a character is armed with a longsword and a throwing axe and he takes a full attack with two-weapon fighting, could he throw the axe as one attack and then attack with the longsword? I understand that the ranged may provoke, but aside from that, could the action be taken?

Also, if you have a reference in the rules where it spells this answer out, that would be awesome.

So, I know the element affinities have been talked to death, with little to no resolution but I found something that I don't know if anyone saw and if I can get an official ruling that would be awesome.

So, looking at the inside cover of Blood of Elements (the players companion) it gives the racial traits of each of the elemental races. This includes Ifrits, Oreads, Slyphs, and Undine, but there is something odd that I have not seen elsewhere.

For Ifrits and Slyphs the affinity ability is changed. While the sorcerer aspect is the same, it specifically says Sorcerer the next section reads Ifrit spellcasters with the Fire domain use their domain
powers and spells at +1 caster level.

It now says spellcasters instead of clerics. This is great, for druid and such that get domains. The problem is it only applies to Ifrits and Slyphs, not Oreads and Undines, which both still say Clerics.

Given this new information, which part was a mistake? Was it a mistake that Ifrits and Slyphs opened the ability to other classes, or was it a mistake that Oreads and Undine were not corrected? IF anyone has something official that would be awesome.



Okay, I've seen a number of discussions of if a wizard should craft an arcane bond, but what I don't see "officially" is anything that states if a bonded wand can be crafted at higher than minimum level or with metamagic feats. Could a wizard enchant his arcane bonded wand to be a wand of mage armor with a caster level of 5? Or an extended mage armor wand? I've seen it both ways, as in it follows the normal crafting rules in the Core book and it follows the item availability rules of PFS. I appreciate the help, thanks.

So, looking into making a Slayer (sniper) but I am not sure I understand one aspect of the Sniper archetype. Also, I think this may explain the debate of why Deadly Sniper does not require a loss of talent.

The Deadly Sniper ability says

Deadly Sniper (Ex): At 2nd level, when the sniper makes an attack against a target who is within his weapon's first range increment and completely unaware of his presence, that attack ignores the 30 foot range limit on ranged sneak attacks, and if it is a sneak attack, he adds his sniper level as a bonus on his sneak attack damage roll. After this first attack, the target is aware of the sniper's presence.

Most of that is simple, and very cool, but the last line is what is throwing me. Does this mean that you cannot make a SNIPING attempt as described under the Stealth skill? Or is this to mean any additional attacks that round do not get sneak attack damage?

I am hoping it is the latter of the two. Opinions, please.

I am trying to see if I am reading this correctly before I move on with a plan. If a Fire Elemental Bloodrager were weilding a flaming weapon, would the flaming weapon stack with the elemental strikes ability to add 2d6 fire to the attack? This seems possible and I cannot find where it is NOT allowed. Let me know your opinions. Thanks.

The Alchemical Sling Bullets in the Monster Codex seem cool but I need to make sure I understand how it functions. I understand the need to fill them but how long before use do they need to be filled. Or rather, how long can they remain filled?

Can they only be filled in combat, or can you fill them in advance then use them as stand sling ammo?

Dark Archive

So, I am having a problem on my Gameplay thread. It seems to be defaulting to BOLD text. Has anyone else ever seen this? How do I correct it? Please help. Thanks,

Dark Archive

The sun was high, and waves of heat could be seen rising to sky above the desert far to the east. An owl circles the sky above a group of local heroes. A small gnome sits to one side of a fire pit, a dead rabbit, skinned, hangs over the embers. A Keleshite man in robes sits next to him, looking over his shoulder and fixing his glasses as they discuss business reports the gnome is currently sifting through. A few feet away stands a tall Garundi man, dressed in loose fitting clothing, looking off in the distance for just a moment before heading to the fire, water skin in hand. He shakes his head at the two going over notes before looking over at the large anaconda coiled up in the sun, a half orc man sitting on the ground, resting his back and head against the massive coiled reptile. The half orc yawns and stretches his arms straight up, pressing his back against the snake for that extra stretch. The anaconda turns his unblinking gaze towards the half orc and pushes him over while he stretches. The half orc druid lets out a quiet chuckles as he just gets comfortable on the ground. “Dahrani, help. I'm clearly in danger of being eaten by this vicious monster.” he barely says with out chuckling. The dark man smiles, looking over at the snake and orc, “Kaaras, That snake will out live you.” He says, his gruff voice still light hearted in nature.

“I will out live all of you here!” The gnome pipes up. “Especially Wilhiem. He's gonna blow him self up with those chemicals. I wouldn't even sell some of that stuff.” The gnome scratches his bearded chin for a brief moment. “Ok yes I would.” His small head nods as he appears to be going over prices in his head. “Hey, I know my stuff Atajinn. And you know I do!” The light skinned man says, adjusting his glasses again. “I've had plenty of practice with potions” he pulls a small vile out from his robe, “besides, I work in mostly healing arts and salves now” He shakes the vial as if calling attention to it before putting it back in his robes. “Is the rabbit done yet?” The orc asks loudly, picking his head up off the ground. The snake whips his head up and looks at the fire, as if he was asking the same question. “Almost,” Dahrani says, sprinkling a pinch of some herbs from an old leather pouch over the rabbit, a couple seeds hit the fire and pop from the heat. Wilhiem sits up and and looks over to the orc, “But you don't even need to eat, why are you asking?” “Just because I do not have to eat, does not mean I do not want to!” Kaaras says from the ground, where he as fallen back over to lounge. Atajinn shakes his head, looking at the rabbit. “No thanks,” he says, twisting a ring around one of his fingers. “Maybe another time.” The gnome says as he continues to shake his head with a look of disappointment on his face, “Or maybe when its made back at the tavern in Solku.” Wilhiem nods, “Yes, I could use a good nights sleep in my own bed.” “I'm good right here!” Kaaras says loudly from his spot on the ground. “We will leave for Solku soon.” The Garundi responds. “The gnolls should be held at bay, for now at least. Let us hope it stays that way.” With that, Dahrani pulls the rabbit from the fire and serves up a plate for himself and the other human. Soon after finishing the food, Dahrani gets up and pats himself off, the rest of the party following his lead. They pack up and head back south, towards Solku.

A short Garundi man with thinning white hair and a portly belly approaches the fire where the party sits going over the haul from their recent encounter with gnolls. Jaal is the man’s name, and he is known to both Dahrani and Atajinn as a friend. His caravan has stopped for the night at the oasis, after having been joined by the returning heroes. The man is dressed heavily in an effort to keep out the night chill, but the condition of his clothes shows how rough travel in these barren hills can be.

Atajinn, my old friend. Strange wares for you to be dealing in I would say. Giving up the pesh trade for the life of an explorer?

  • 381 gold coins
  • 30 platinum coins
  • 1 amber gem (69 gold)
  • 1 aquamarine gem (541 gold)
  • 2 black pearls (491 gold, 642 gold)
  • 2 bloodstone gems (51 gold each)
  • 1 chryosoprase gem (50 gold)
  • 1 chrysoberyl gem (94 gold)
  • 1 coral bead gem (92 gold)
  • 2 garnet gems [87 gold, 108 gold)
  • 1 ivory bead gem (50 gold)
  • 1 milky quartz gem (53 gold)
  • 1 sard gem (45 gold)
  • 1 topaz gem (446 gold)
  • 3 unworked amber stones (51.5 gold [x2], 53 gold)
  • 1 unworked bloodstone (20gold)
  • 1 unworked carnelian stone (27.5 gold)
  • 1 unworked citrine stone (27 gold)
  • 1 unworked coral stone (50.5 gold)
  • 1 unworked deep blue spinel stone (51.5 gold)
  • 1 unworked garnet stone (50.5 gold)
  • 1 unworked ivory stone (20 gold)
  • 2 unworked opal stone (199 gold, 297 gold)
  • 1 unworked smoky quartz stone (22.5 gold)
  • 1 unworked zircon stone (17.5 gold)
  • 1 oil of magic vestment (CL 5)
  • 1 potion of levitate (CL 3)
  • 1 potion of cure moderate wounds (CL 3)
  • 1 potion of pass without trace (CL 1)
  • 1 potion of owl’s wisdom (CL 3)
  • 1 potion of heroism (CL 5)
  • 1 scroll of dimension door (A, CL 7)
  • 1 scroll of detect law (D, CL 1)
  • 2 scrolls of locate object (D, CL 5)
  • 1 scroll of web (A, CL 3)
  • 1 scroll of owl’s wisdom (A, CL 3)
  • scroll of shadow weapon (A, CL 1)
  • 1 scroll of sleep (A, CL 1)
  • 1 scroll of detect magic (D, CL 1)
  • 1 wand of grease (CL 1, 19 charges)
  • 1 wand of shock shield (CL 1, 43 charges)
  • 1 wand of shield of faith (CL 1, 37 charges)
  • 1 wand of deathwatch (CL 1, 1 charge)
  • 1 wand of hypnotism (CL 1, 22 charges)
  • 1 wand of ghost sound (CL 1, 40 charges)
  • 1 wand of sleep (CL 1, 42 charges)
  • medium adamantine banded mail armor
  • medium adamantine chainmail armor
  • 1 medium tangle arrow
  • medium masterwork chainmail armor
  • 2 medium masterwork full plate armor
  • 8 searing bolts
  • small +1 light pick
  • 3 small shurikens
  • figurine of wondrous power (silver raven)
  • small masterwork breastplate armor

Dark Archive

Welcome to the Discussion page of the campaign. Here is where we will first discuss the details of the campaign as we decide them. Then once the game begins, here is where I would like any ooc discussions to be had. Short, exciting, or congratulatory ooc stuff can be in the main thread, but if it is to be a discussion, back and forth, please use this thread for that.

One thing to notice, above this first post you should see some links. The ones here are for the details of the discussion we are about to have. Feel free to read them. Also, be aware that they appear on all threads and there will be more shortly (maps, handouts, etc.).

Thanks again, and good game.

Dark Archive

This thread is to initiate a new kind of home brew game. The recruitment is set and private.

Grand Lodge

This is the first time I am trying the PbP format and I created a new alias but I cannot post to the forum as that alias. Actually I cannot post as any of my aliases. What am I doing wrong here?

Does anyone know exactly what is the ability of the Cold Iron Alchemical Reagent from the Alchemy Manual?

It says it grants +1 caster level for the purpose of caster level and dispel checks, but further on another item, Myrrh, appears to provide the exact same bonus for less gold. The difference is that Myrrh points specifically to caster level CHECKS, while the cold iron is missing the "checks".

So, does Cold Iron apply to general caster level? Or just to caster level checks?

Any advice is welcome. Thanks.


In Heroes of the Streets there is an alternate race trait for dwarves called Industrious Urbanite that gives a +4 bonus to Profession checks to make money. We are curious, specifically for PFS, does this apply to Day Job checks?

It seems a bit OP since this is twice the bonus of most traits, and while it is limited in normal play it has a specific application in PFS. I am concerned before telling a player it is a good idea. Thanks.

So, I am working on a build for a bloodrager with a really low Charisma... 5.

My question is, and I can't seem to find the official answer anywhere, would this character still be able to use wands, even though he cannot cast spells. I know he cannot use scrolls without use magic device, but could he use wands? Thanks in advance.

So, I'm sure this has been asked and answered but I can't find it. Hopefully you folks can help.

I'm looking into playing a fighter/wizard, first fighter then wizard. So, I'm curious how does it work when he becomes a wizard, in terms of the arcane bond and the spellbook? Does the character immediately gain a spellbook with the normal amount of spells, as a first level character/wizard would get? Does he gain an arcane focus/masterwork item?

Thanks in advance for the help guys.

I was curious is there a way for the Warpriest to take the Warrior Priest feat, which is necessary to become a Hellknight Signifier. Any thoughts? The feat requires Divine Casting and either the Domain or Mystery class feature. This came out before Advanced Class so it didn't include Blessing as an option. Has anyone seen anything official on this? Thanks,


So, I've been working with Society including GMing for about a year now and I've seen numerous references to the Special Chronicle Sheets, specifically the ones related to additional races, and this has been something I've wanted to see since I heard about it. But I haven't come across any yet and I can't seem to find when, where, or how to come across any. I have heard they are given out at conventions but under what conditions is my question.

1. Are there specific scenarios that are only available to be played at Conventions that give these away? The few conventions I've looked at only offered regular scenarios from the general seasons.

2. Are these sheets/scenarios only available at the "Big Three" conventions or would you be able to find them at the smaller local cons?

3. I've seen mention of GM Boons, are these sheets only available to GMs, specifically for running at cons?

My friends and I have been interested in seeing (and gaining) some of these sheets. Any advice would be welcome.

(also of note, no this is not the reason I GM, I've always enjoyed running the game, I just would like to see some of the more special rewards that our general group doesn't see much)


1 person marked this as FAQ candidate.

So, I was kind of looking over the duelist prestige class again and I came upon and interesting point that I feel will work but seems a bit off.

The fourth level ability of the duelist class is Combat Reflexes, but it doesn't grant them the feat, just the benefits of the feat. I think that might be a significant difference. What would happen if a Duelist also had the combat reflexes feat?

If the duelist has a 20 DEX, would the character be able to make 11 AoOs per round?

If this is an old questin, I apologize. Thanks.

I wasn't even sure where to look for this answer, so I figured I'd post it to the boards and see who can help.

I have a player that is playing a drunken brute barbarian and has shown interest in the hunter class animal companion. This got me thinking about if he had been a mad dog barbarian (from the Animal Archive)then the animal companions would stack well. Then I though well can he take both the drunken brute and the mad dog archtypes.

It seems that it would work as they do not replace the same abilities but there is a question of how the drunkn rage would work out. Drunken Rage replaces fast movement so it shouldn't interfere with the mad dog archtype but drunken rage only works with the rage ability and he mad dog archtype modifies rage so that it isn't available until 4th level.

So, what do you guys think? Should this be allowed and does it mean that the character would not be able to use drunken rage until 4th level? Or is this not something that would be good?

Thanks in advanced.


In our session this weekend we were playing with a Gunslinger. Unfortunately for the poor guy his musket exploded. Now there are two questions that I have in this case?

One, exactly what does this do to the item? Does it reduce it to 0 hp and and it cannot be used until it is at least restored to broken condition? Or is it gone, done, beyond repair of any kind. The musket was masterwork (non-magical), which I know is one of the sources of confusion.

Two, can the Gunslinger use Gunsmithing and Craft skill to repair his own gun before the end of the session and avoid having to buy another gun? What would the roll be? Are there rules covering it? My cleric had access to Mending, but we were only 2nd level so it was beyond me, in that sense?

I know there are a lot of speculation on this and most threads seem to end of focusing on the magic stuff, but this guy had a bad moment and now his character is pretty much done for a few session until he buys another masterwork musket. I'd like to know if and how we can avoid this in the future, sense he seemed rather down about it.


Wasn't sure if this has been asked, and had trouble searching for it, so I figured I would ask myself.

In the Adventure Path article for the specific gods, they usually list a few spells that certain casters can cast in addition to those usually available. For example, Pharasma says that Clerics may cast False Life as a 2nd level spell, and clairaudience/clairvoyance as a 3rd level spell. MY question is, if you have this source, would this be considered Society Legal?

I appreciate the advice in advance.

I'm working on re-doing an old 3.5 build but the main feature of the character was elemental based summoning. In 3.5 there wear elemental templates that could be applied, like to animals and such, similar to celestial and fiendish. Has anyone come across anything similar in Pathfinder yet? If so, could you pass along what the source was so I can possibly use this character in a game. Thanks a lot.

Are there any official rules or errata about using a two-handed weapon with one hand? If there are rules or errata, can someone point me in the right direction?

Of note, I am not looking for using a weapon not sized for the character. I want a medium character using a two-handed weapon built for a medium creature. Thanks in advance.

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