Hobgoblin Commander

Kaushal Avan Spellfire's page

****** Pathfinder Society GM. Starfinder Society GM. 222 posts (240 including aliases). 40 reviews. No lists. No wishlists. 53 Organized Play characters. 2 aliases.


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2/5 5/55/5 ***

Thank you for the quick replies!

2/5 5/55/5 ***

I have another question: How large are the storage crates? The text says they are 8 ft. by 8 ft., but on the map they look to be much bigger--nearly 20 ft. by 20 ft. Unless the smaller light-colored squares are meant to be some sort of tiling and not squares (in which case I ran the map as entirely too big).

2/5 5/55/5 ***

So, I have 2 questions regarding this scenario:

1. Where is the trapdoor that descends to the ruins? It says it's marked with a dotted line on the map, but I don't see any dotted lines. I'm assuming this was lost/forgotten in editing.

2. Where is the golem? The description says it stands in the "Eastern End" of area A2, but it's unclear where, exactly that is. I could place it down near the tunnel where it might never attack, or I could place it closer to the northern tunnel where the party might still trigger it with incautious movement.


Recently on Discord a disagreement came up with regards to Whirling Throw and its interaction with Forced Movement Rules (specifically with the capacity to throw people into dangerous situations, like pits or bonfires).

To recap, Whirling Throw says you throw a target 10 ft. + 5 ft x Str Modifier. The feat does not mention that it follows Forced Movement rules (such as seen in the text of Guiding Riposte or Guiding Finish), and it does not call the movement a Shove. It's a "throw."

Now this raises the question: Can you throw someone off a cliff with Whirling Throw. One school of thought says "no." The case for "no" is that anything that moves you against your will is Forced Movement. A Forced Movement effect must say it can move you into dangerous situations. Whirling Throw doesn't say that, therefore you can't throw someone off a cliff.

On the other side of the coin, most other forced movement effects either reference the Shove or Drag action, or has an explicit clause that mentions the ability obeys forced movement. The argument further observes that a "throw" is more similar to a shove--the person that your moving has no control of their momentum. All of this together, along with some common sense interpretations of the word "throw" would suggest that you could, in fact, throw someone off a cliff (much like you could Shove them off a cliff).

Now, I clearly have a horse in this race, but I want to know what other people think. I'm generally in favor of making things fun for the players, but I also like seeking community consensus (since it's often the only precedent we have). I'm also hoping that this conversation will earn a clarification from the developers--either to clarify that throwing someone is a "Reposition," a "Shove" or something that follows its own rules entirely (and what those rules might be).

2/5 5/55/5 ***

Mike Bramnik wrote:
I'm still torn as to whether or not I wish PCs who have the boon from #1-23 to have gotten a chance for an interaction with their "friend" there near the end...but I think I'm okay with their being none, to shield the friendly little critter from seeing bad things!

Mine fought a Godling with me, so I think the ship's sailed (or drift-jumped even) on being a responsible sharktopuppy parent for some Starfinders.

2/5 5/55/5 ***

Robert Hetherington wrote:
Kaushal Avan Spellfire wrote:


How have other people handled this?

By following the PFS2 Guide to Organized Play.

OP Guide wrote:
The Pathfinder Society has resources to take care of its members, and many of the possible negative effects an adventurer can be subject to during an adventure are assumed to be taken care of during Downtime. The exceptions to this are death, permanent petrification or polymorph effects, curses, and permanent negative conditions (Core Rulebook 618–623) acquired during the course of the adventure

I'll admit I missed the exact language in scanning the guide and assumed diseases fell under "permanent negative conditions" (especially because most don't list a duration so they can be rather persistent, and because cacodemonania causes Stupefied 2--one of the negative conditions listed between the pages of 618-623--until it's cured). I guess it's unclear to me what types of effects cause "permanent negative conditions."

2/5 5/55/5 ***

I've got some follow-on questions after preparing this for a low-tier game. It seems like the amount of disease effects in the scenario is rather punishing for a low-tier game that may well be some players' first times (especially since, keeping with PF1 and SFS, diseases kill you if not removed by the end of the scenario). And it's not like those Fort DCs are trivial, either.

I'm really feeling like I should reshuffle my missions so my players aren't fighting the cacodaemons. I'd hate to be the GM that kills someone's first Pathfinder character because of some bad Fortitude saves and the fact that Org Play Guide didn't say how much fame Remove Disease costs (and 18 gp for a level 1 character is asking a lot, even if you pass the boot).

How have other people handled this?

2/5 5/55/5 ***

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Thank you for the clarifications! Both times I've run it so far we've had a blast! Overall consensus at the table was usually that it was a fun four hours.

2/5 5/55/5 ***

James Hargrave wrote:

Also, on Page 5 it says the Starfinder Agents you help have no stats, but Pickle, the Envoy says the combat ability is Inspiring Boost.

How many Stamina Points do they give PCs? As that isn't listed anywhere.

Good question! Until this is clarified a good rule of thumb might be an expert-array creature of CR = APL (so APL 3 would be Cha +4, APL 4+ would be Cha +5).

2/5 5/55/5 ***

I am presently preparing a few tables of #2-19 Truth Keepers, and I've noticed a few things I would like to ask about.

1. For the encounter in Part B, the Creatures entry states that there are four Keepers that ambush the PCs. However, only 3 Keeper locations are marked on the Encounter B map. The Encounter CR seems to add up to four enemies. Where should the fourth enemy be located? GM's choice?

2. In Part C, Area C1 describes a door to the West and a hidden garbage chute to the North. However, the compass indicates the top of the map is North, which would mean that the door is North and the garbage chute is West. What is the correct orientation of the map?

2/5 5/55/5 ***

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I've updated the handout to reflect new language and DCs in the Starfinder Core Rulebook Errata. Here is the link.

(If the hyperlink doesn't work, copy and paste https://drive.google.com/file/d/1U4ohY0hsYWtpi502Z2TE6vW8EkWXmlVK/view?usp= sharing into your browser)

2/5 5/55/5 ***

There are a few typos in the scenario I noticed while running it. On page 10 it calls for a DC 25 Society check to recognize the meaning of "The Eternal Source." I'm assuming this is a Culture check?

Also, on page 12 it calls for a DC 20 Linguistics check, which I'm also assuming means Culture.


CorvusMask wrote:
Kaushal Avan Spellfire wrote:
What maps are featured in this scenario?
Ye can read them in shop blurb nowadays

Oh, that's a nice change. I'm going to miss Thursty, though.


What maps are featured in this scenario?


3 people marked this as FAQ candidate.

I've been seeing people talk about explosive ammunition lately and it's utility against swarms--specifically that it counts as having the explode quality and thus allowing single-target weapons to attack them. I'm not sure explosive rounds damage swarms the way people think they do, however, and would like some clarification on the sentence that contains this rule.

The rule in question here is Fiery. Fiery is a weapon property granted by Explosive ammunition that says "Fiery ammunition bursts into glowing embers when fired. While this is not enough to change its normal damage to fire damage, any extra damage from a critical hit is considered fire damage and the weapon deals half damage to targets that take half damage from energy attacks but no damage from kinetic attacks (such as incorporeal creatures) and counts as a weapon with the explode special property against creatures with swarm defenses."

The important part is contained within the dependent clause. Now I will be the first to admit that grammar isn't my strong suit, but the way I parse the sentence is:

  • *Bonus damage from a critical hit with fiery ammo is all fire damage.
  • *The critical hit deals half damage to creatures that take half damage from energy but no damage from kinetic.
  • *This critical hit counts as having the explode quality against creatures with swarm defense.

What some people argue, however, is that there are actually three separate clauses within the sentence:

  • *Bonus damage from a critical hit with fiery ammo is all fire damage
  • *The weapon deals half damage to incorporeal creatures
  • *Fiery ammo damage counts as having the explode quality vs. swarm defense.

I have difficulty agreeing with this second reading, because it seems to me that if the author wanted to indicate that fiery ammunition counts as having the explode quality vs. swarms, they would have included that in a separate sentence. Instead, it is included in the same sentence as the rules about critical hits with fiery ammunition, suggesting--to me at least--that the "explode" quality only happens on a critical hit.

Obviously I would love some input from the devs here as to what the purpose of fiery is supposed to be. Is it the former, or the latter?


Ascalaphus wrote:
CRB p. 70 (mechanic class features) wrote:


WEAPON SPECIALIZATION (EX) 3rd Level
You gain the Weapon Specialization feat as a bonus feat for
each weapon type this class grants you proficiency with.

Experimental Weapon Prototype is a class feature that grants you proficiency with some weapon. So the above text gives you weapon specialization.

The exocortex contains an extra reminder, but even without that special reminder exocortex mechanics would have also gained weapon specialization.

That is what I figured. I think Prototype Weapon Proficiency should still include the reminder language to bring it into agreement with similar abilities (like exocortex) and prevent confusion.


Someone pointed this out on the OrgPlay Discord, but I thought I'd post it here so the devs can see it too.

Experimental Weapon Prototype (Ex) Weapon Prototype Proficiency page 72
Although the class feature grants you proficiency in the chosen weapon type, it has no language regarding weapon specialization, unlike the Artificial Intelligence - Exocortex option which specifically says you gain weapon specialization with longarms at 3rd level.

Character Operations Manual p.72 wrote:

Weapon Prototype Proficiency (Ex)

You gain proficiency in advanced melee weapons, heavy weapons, or longarms. Once this choice is made, it can’t be changed. Your weapon prototype must be a weapon of this type. Your designated weapon prototype calculates its hardness, HP, and saves as if its item level were 5 higher.
Starfinder Core Rulebook p.79 wrote:

Combat Tracking (Ex)

Your exocortex provides you with enhanced combat ability, granting you proficiency with heavy armor and longarms. At 3rd level, you gain weapon specialization in longarms just as if your class granted proficiency.

Is the proficiency granted by Weapon Prototype Proficiency assumed to be a proficiency "granted by the class" for the purpose of the Weapon Specialization (3rd level) class feature, or do Mechanics who have selected the Experimental Weapon Prototype need to spend a feat to gain the benefits of Weapon Specialization with the chosen prototype weapon (either the Weapon Specialization or Versatile Specialization feat)?

2/5 5/55/5 ***

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Hey folks, I made some handout cards for Starship combat, based on some resources I prepared for MAGFest. Each card is 5" x 8" and can be printed out (usually front and back) to give players a full list of their role's options.

The pdf can be found from this google drive link.

C&C welcome, but be kind--I made this on Powerpoint and don't own a heavy-duty application like Illustrator.

2/5 5/55/5 ***

I too have questions about Area C: In the Tactics section for Corrupted Guidance (Tier 9-10) it says that while in Ilyastre form it uses its move action to keep foes off target. However, the Ilyastre form ability in the stat block says that this is a Swift action. Is this an error, or does the NPC use it's move action in place of a swift action?

Also, is there any intended indication of the nerve agent being pumped into the room, or is it a colorless, odorless gas like most real-world nerve agents?

2/5 5/55/5 ***

Part of the problem, I think, is also the way skill checks happen to be used by scenario authors. I'll stick to the scenarios that people already brought up in this conversation.

2-00 Skill Challenges:

In 2-00 Fate of the Scoured God, there were a number of "challenging" (DC 32 I think they were) skill checks on a certain mission. They did challenge us a fair bit, and failure didn't impede our progress, but they were just sort of...there. Like, it was difficult to appreciate why we had to do X,Y, or Z, or just how failure produced a punishing result (like taking 1d6*subtier damage on a failed skill check). The checks were there just for the sake of giving us something to do before an enemy encounter, which I don't think is the proper way to do skill challenges.

2-12 Skill DCs:
Likewise, in 2-12 there was a DC 35 Perception check in the Tekenki that basically provided nothing for the PCs. It was to notice that an area of the colossus was maybe important once. This didn't contribute to the mission or the story, it was just background, and very vague background at that. In other words, it was a skill check that was there just to be a skill check.

Contrast this to the Fortitude Save for free-diving in the brain tank. In this circumstance, the check adds tension to the scene: Why am I rolling a Fortitude save? What's going to happen. But even if they fail the save, they get something interesting: Actual lore that hints at the origin of the Colossi. While there is no mechanical reward, players have their curiosity both satisfied and piqued. More so than simply deducing that something should have been here once.

I think the problem is that authors often reach for skill checks and skill challenges as something to do that isn't a fight, in an effort to reward PCs who aren't combatants. But this often fails because the check is used in place of situations where players would make a meaningful choice, and failing that check can often feel like arbitrary punishment. This can be especially painful when such checks are tied to rewards, since nobody likes to lose credits because they didn't make that DC 40 Perception check to spot the diamond at the bottom of the well.

2-12 Again:
In 2-12 this can be epitomized by docking money from the players for failing to activate the beacons. If the group is unlucky, they lose money, despite making the correct decisions anyway. Compare this to the brain tank, where players can discover a cybernetic limb if they enter it. In the former case, the group is penalized for bad luck. In the latter, the group is rewarded for making a good choice.

Overall, I think hard skill DCs are permissible so long as they are used sparingly and are appropriate within the context of the narrative. Need to pick a lock to enter a building? Unless there are other ways to enter that building, you shouldn't have to roll that check. Want to reach a helpful spot to surprise an enemy? By all means, try to climb that slimy ladder. Most of the times, authors realize this, but sometimes they don't, which can lead to player frustration.

2/5 5/55/5 ***

The body of the text is in the spoiler tag.

Question:
In preparing for the scenario I noticed that a major component of the risk in Part 2, while the PCs are inside the Tekenki, is trying to safely retrieve the stolen relics. Now, I had the thought that psychokinetic hand might make this retrieval too easy, but I don't know if the relics can be moved by it or not. The only information I have to go by is that they are "roughly the size and shape of a human femur," but the scenario otherwise does not give them any bulk. From my own knowledge, a femur weighs less than 5-10 lbs, so it would fall under the 1 bulk or less category. Even if you were to treat the femur as a club, it would still be 1 bulk. Should psychokinetic hand be able to pick these things up?


Rysky wrote:
roll4initiative wrote:
David knott 242 wrote:
Kaushal Avan Spellfire wrote:
Northern Dreamer wrote:
Do we know what map(s) this will be using?
Not yet, but if I had to put money on something, I'd bet on Pub Crawl.

Or maybe this one instead, which you can still get?

Umm, those are the same map. I'm betting it's gonna be Waterfront Tavern seeing that pirates are involved.
Yes, they're the same map, you can't purchase the first version however, you can the second one David linked.

Which was my bad, honestly. I'd forgotten the GameMastery stuff was out of print.

2/5 5/55/5 ***

(I've added a spoiler tag just in case criticism of the society references specific scenario content).

Aside from the green text in 2-01 Pact World Warriors, the media assault on the Starfinder Society has been mostly left up to GMs to determine what is being said. I'm curious to see what elements of the Starfinder Society my fellow GMs have chosen to attack. I think it'd be awesome if we all shared what we've said, or either verbatim or paraphrasing.

I'll start: I attack the military aspects of the society. Here are some things I've used.

Punditry:
In one scenario I had political pundits on Absalom Talks discussing the expanding military capabilities of the Society.
"The Starfinder fleet is resembling, more each day, the terrorist Corpse Fleet. If you look at the schemata for their new commissions, the Gorgon, the Bulette, you do not see ships meant for peaceful exploration and discovery. You see warships, spy ships, weapons that don't belong in the hands of anyone except the Stewards or the respective governments of the Pact Worlds."
"And I'd like to add on to that. The recent operation--and that's what we have to call it--operation, in the Scoured Stars system was a demonstration of force projection capabilities. Not to mention they've only recently completed retrofits to a gargantuan warship! They say it was out of respect for the society's legacy and symbolic of their reconstruction, but I'm not so sure."

More condemnations of the Society's growing militarism I've used include the following talking points:

Talking Points:
  • -Pointing out counter-terrorist and security operations on the Castrovelian continent of Ukulam
  • -Military strikes on Azlanti forces
  • -Clandestine operations on Jinsul shipbuilding facilities.

What scenarios or elements of the society's recent activities have you chosen to attack?


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Northern Dreamer wrote:
Do we know what map(s) this will be using?

Not yet, but if I had to put money on something, I'd bet on Pub Crawl.


I'm very interested to see what Swordmaster offers. I've always wanted to build a PC in the vein of a Mifune Toshiro character (from pretty much any Kurasawa film, but Sanjuro from Yojimbo is most iconic), but couldn't ever get it to work in 1st Edition.

2/5 5/55/5 ***

SFS #1-27 has an error regarding a hazard on the map. I don't know where else to put this so I'm going to write it here. Maybe the author will see it and provide clarification. See spoiler tag for details.

Details:

King Xeros of Old Azlant p.7 wrote:
"Chilled mist from damaged atmosphere piping gulfs the blue-tinted watery regions of this map [Urban Sprawl side 1]."

Except, there are no "blue-tinted watery regions" on this side of the flip-mat. This description would work if we were using the other side of the flip-mat, but that side is not featured in the Scenario. Please advise where this hazard is supposed to be located.


So there's an issue with the stat blocks that persists whenever a particular monster from Alien Archive gets included.

Stat Block Problem:

The Aeon Guard's ACs are too high. For a CR 3 combatant, they should be EAC 14, KAC 16, not EAC 19 and KAC 21.


1 person marked this as a favorite.

I honestly don't share the OP's sentiment. Even if Hero Lab Online has eschewed SF for PFPT, I don't think Paizo has. The pace may be slower than Pathfinder, but that's to be expected when comparing the new project versus the flagship product. That said, some erratas/2nd printings would be greatly appreciated. The SF Core rulebook FAQ is great, but I'd like to see those DC adjustments to Starship combat reflected in my actually PDFs.

2/5 5/55/5 ***

So excited for some gray ops wetwork in Return to Sender!

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Gundam would be good! Unfortunately I think the 1/144 scale models are more 90mm base (Huge-sized). Any ideas what might work well for a tank?

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I'm prepping this for a session in a few weeks, and since I've got time I wanted to see if anyone has recommendations for a mini for the final boss (either a paper pawn or a metal/plastic model).


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I can think of no-one more deserving!

2/5 5/55/5 ***

Nefreet wrote:
Why?

Because I like it when people show their reasoning.

I apologize if I struck a nerve, Nefreet, I only meant to comment on something that has bothered me about the Additional Resources documents for organized play.

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Nefreet wrote:
In 2017 it looks like Paizo posted $9.9 million revenue, so they are indeed operating a "multi-million dollar competitive scene".

That's not what I meant when I said "competitive scene." Perhaps I should have used the term "tournament scene," since I was not referring to market competitiveness but rather competitive play.

Regardless, I'm not advocating that Paizo should copy the DCI (I think I make that point explicitly in my original post). I know that comparing PFS/SFS and MTG is comparing apples and oranges. I brought up the DCI as an example as to how companies choose to explain their decision-making to consumers. Perhaps I should have chosen a different example, such as balance patch notes from League of Legends. At any rate, all I was trying to say is it would be nice to know why.

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Nefreet wrote:
Kaushal wrote:
I'd really love to know the rationale behind what does and does not get sanctioned in the Additional Resources documents.
Horse's Mouth

With all due respect, this is not a rationale, but it is a helpful explanation of the process and individuals involved. To clarify, I'm wishing Paizo would publish the explanation as to why a certain decision was made to disallow an option, since the reason may not always be readily apparent.

For example: Why can't I buy an Aeon Guard Rifle (from Alien Archive)? I'd be looking for an explanation like "The Azlanti Star Empire keeps a tight reign on its military technology, so the only way you could feasibly obtain one in-universe is by looting it from an Aeon Guard soldier," or "Because it's primarily meant to be in the hands of antagonists, the Aeon Guard rifle would be too strong if the players could simply buy one, and must earn it through defeating a challenging encounter."

I recognize that providing such justifications for 64+ pages of content monthly is a bit much to ask of a company as small as Paizo. But this is a wish, not an expectation, and wishes don't have to be grounded in reality. I'll continue to support PFS/SFS because I rather do enjoy the experience, I'd also just like a balm to soothe the ache of not being able to be a six-armed purple space hamster that strangles her enemies to death.

2/5 5/55/5 ***

I apologize for casting animate dead on this thread--I meant to write this back before the site went down: I'd really love to know the rationale behind what does and does not get sanctioned in the Additional Resources documents. The DCI for Wizards of the Coast often publishes lengthy explanations of its updated banned lists for Magic: The Gathering, and while Paizo isn't running a multi-million dollar competitive scene, it would still be nice to hear some of the reasoning behind why all battle ribbons, for instance, are not permitted in organized play. (Given my own mathematical understanding of how grappling works, I can understand why garrotes aren't permitted, although I can't say I'm not disappointed since now my Ghost Operative can't super-spy his way through an enemy compound.) Speculation is good and fun, but I'd rather hear the explanation straight from the horse's mouth.

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Edit: Arutema ninja'd me, and even caught something I forgot about.

Barbarian, Bloodrager, Cavalier, Unchained Monk, Swashbuckler, and Gunslinger all get 4 skill points per level with full BAB. Avenger specialization Vigilante gets 6. The First Mother's Fang Cavalier archetype gets all knowledge skills as class skills, but is only available to Nagaji characters. Unfortunately, you may need to dip into another class to get what you are looking for.


Thanks for the replies!

@Entryhazard: Believe me, Transformation Sequence was the impetus behind the idea.

@The Shaman: I'm not hugely a fan of bladebound magus, and I get duelist isn't supposed to cast spells. I envisioned the magical girl as being assisted by the ghost of an Aldori Swordlord, which is why I was sticking to dueling classes (so she can fight like a duelist).

@Kalindlara: You presume correct!

@SAMAS: The Magical Girl archeytpe is kinda trash, IMO, otherwise I would've gone for it immediately.

@Hoga the half orc: Kinda wanted the whole "aided by a ghost" thing. Plus for proper magical girl you need Transformation Sequence.

@Reksew_Trebla: Thanks for the thoughts, but I think it'd end up making this build more muddled than it already is XD

@Isabella Lee: Thanks! It's indeed an interesting archetype, but I'm not sure it's exactly what I'm looking for (she's more an exiled River Baroness, less a Brevic loyalist)


The premise is simple: An ousted River Kingdoms noble finds a trinket that transforms her into a warrior capable of reclaiming her stolen destiny.

I was playing around with the Medium class, and how it might be used as a multiclass dip, and I struck upon a fun idea: What if I used a Relic Channeler Medium/Vigilante who channels the spirit of an ancient warrior to transform? Immediately infatuated with the idea, I set about trying to make it.

So far, I've had a few ideas of how to do it, but none are completely satisfactory. As a note, I've been building PFS-legal, 20 pt. characters, since if this build works out well why not surprise a few PFS GMs with it?

Permutations to Date (all level 11):
Medium (Relic Channeler) 1/Vigilante (Avenger spec) 4/Aldori Swordlord 2/Duelist 4
Medium 6/Vigilante 2/Aldori Swordlord 3

So what's the problem? Well, so far she fights well, but sorta lacks mobility and, well, magic. I mean, the flavor is there--channel the spirit and use transformation sequence, but it's the rest of her abilities that are somewhat lacking. She lacks any magical attacks (I know a more martially-inclined character could expect much in this regard), and a way move around easily. Ideally, she would express her magic through feats of great athleticism, like jumping high into the air.

Now to the question: What suggestions do y'all have to make this magical girl work? Is there an archetype or feat I haven't thought of, or a spell or magic item I should know about? Thanks!


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Why isn't Perception a class skill now? Shouldn't situational awareness be within a soldier's wheelhouse?


Hello folks, I'm looking for some feedback on a magus idea I had and am currently playing in PFS. The original character concept was supposed to be something of a mounted spellcaster (inspired by the Dark Knight class in Fire Emblem), but what it turned into was something a bit different--a spontaneous caster raised by wolves.

Here's the proposed build:
Male half-elf magus (eldritch scion) 1st level, Destined bloodline.

Str 14+2, Dex 14, Con 14, Int 12, Wis 8, Cha 14
Traits: Beastkin (wolves), Reactionary
01: Exotic Weapon Proficiency (katana)(from Ancestral Arms), Nature Soul
03: Quick Draw, Familiar arcana
05: Improved Familiar, Arcane Strike(B)
06: Flamboyant Arcana
07: Animal Ally
09: Mounted Combat, Hasted Assault arcana
11: Intensified Spell(B), Spontaneous Metafocus
Alt 11: Ride-by Attack, Spirited Charge

The reason I want Improved Familiar is because I've got a boon that qualifies for a pretty good one (explained in spoilers, below). The more important question is: Is this character too greedy? Or should I pick a different feat spread?

My reason for going for a familiar is pretty straight forward--the right familiar gives you an improved action economy. Given his relatively low intelligence (I went 12 just so I could have 3 skills...I'm using my favored class bonus for extra arcane pool points), a Sage archetype familiar could also help out with knowledge checks.

Familiar Choice:
I qualify for a pseudodragon at level 5 thanks to a boon from Perilous Portent. Pseudodragons are pretty great because they can use wands and have blindsense. Plus, it sets up a good dynamic, as the character is a Minkaian worshiper of Tsukiyo, who is closely tied to Shizuru, whose sacred animal is a dragon.

What does everyone think?

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I'll be close to Tarrytown, but I'll also be close to a Metro-North station.

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Hello. I will be moving to New York (Westchester County, specifically) in August and I wanted to know if there are any active Pathfinder Society organizations in the area. I've looked around on Paizo and online, and so far I haven't had any luck. I would really like to keep up my involvement in PFS, so please let me know if there are any extant groups.

NB: I know there is a society in Long Island, but it is pretty hard for me to go all the way out there from where I will be living (it would be either a very long drive or a very expensive train ride).

2/5 5/55/5 ***

There is no statute of limitation on purchasing items off chronicle sheets anymore.

Pathfinder Society Roleplaying Guild Guide v7 wrote:
Every item listed on your Chronicle sheets is considered always available for purchase for you, regardless of whether it’s on your first Chronicle sheet or your 21st Chronicle sheet. The only exceptions are items that have a purchase limit. You may never purchase more of that item throughout the life of your character than the number amount listed as the purchase limit.


I know that the Slayer's Blood Reader slayer talent can tell you the exact hit points of a living target. Other than that, I'm not sure.

2/5 5/55/5 ***

If you want dex-to-damage and you want Weapon Finesse just put Agile on your rapier, all it costs is a +1 bonus (and you can give your weapon other buffs from your Arcane Pool anyway).

Pathfinder Society Field Guide wrote:


Agile weapons are unusually well balanced and responsive. A wielder with the Weapon Finesse feat can choose to apply her Dexterity modifier to damage rolls with an agile weapon in place of her Strength modifier. This modifier to damage is not increased for two-handed weapons, but is still reduced for off-hand weapons.

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Sorry, first time posting in PFS forums so I didn't know where to ask. It won't happen again.

Follow-Up Question:
So what I understand is that the additional text on this boon is just some sort of tagging system just in case another boon wants to know if you have any grippli-related boons. Is that correct?

Thanks.

2/5 5/55/5 ***

Hello,

So I'm setting-up to run the Scions of the Sky Key mini-arch for my current PFS group and I've got a question about what the

Spoiler:
Grippli's Favor boon earned in 6-14 means.

PFS Scenario #6-14 wrote:

Gripplis’ Favor: You have earned the recognition of the Krihirik tribe in the Kaava Lands, granting

you a +2 bonus on Charisma-based checks made to influence gripplis. In addition, this boon may be used
in conjunction with other boons to grant one or more of your characters access to grippli-related options.

Does this mean that characters can apply this boon to make a grippli or re-build as a grippli (as per the 1st-level rebuild rules)? Or would a "race boon" be far more explicit in it's language? In the latter case, what does it mean that characters have access to "grippli-related options"? Access to grippli-specific feats and spells?


Thank you.


This has always been one of my favorite APs and I'm glad it's getting the RotRLAE treatment. The steeple chase in "Edge of Anarchy" continues to be my favorite set piece in all of Paizo's publication history. That said, I certainly hope some of the encounters and maps get updated, especially in the later-half of the campaign.


The saving throw would actually be DC 14, because the magic item is assumed to have the minimum mental attribute required to cast the spell (in this case, Int or Cha 13).

PRD wrote:
Magic items produce spells or spell-like effects. For a saving throw against a spell or spell-like effect from a magic item, the DC is 10 + the level of the spell or effect + the ability modifier of the minimum ability score needed to cast that level of spell.

I hope this answers your question.

Cephadrel Drocaloron has not participated in any online campaigns.