Cobalt Dragon

Kevin Hanley's page

***** Pathfinder Society GM. 50 posts (60 including aliases). No reviews. No lists. 1 wishlist. 129 Organized Play characters. 2 aliases.


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Dark Archive

Is it possible to add weapon fusions and or fusion seals to weapon ammunition, such as cartridges and batteries?

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This deck looks fantastic! I can hardly wait.

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This sounds like a cool idea. It's a shame that Flenta, from the fighter deck, already has Disintegrate. What else does she need?

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I am looking forward to seeing the factions take center stage this season. Having a whole, separate piece of the season storyline being told via the Adventure Card Guild scenarios is a really cool idea. I can hardly wait to see what is in store this season/year of Factions' Favor!

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Thank you to the team for clarifying all of this, especially for the pooka!

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This looks so cool, murderhobos in space!

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Congratulations to all of our new 5 Star GM's.

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A Magus and villainous class decks, outstanding! Finally, we get to play as Varian and Radovan, fantastic!

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It's finally time. I hope we see plenty of ACG volunteers!

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The new season looks pretty cool! I am so glad that the story puts the players in the position of Pathfinders. That, and having the story of the season play out alongside the current story arc of the RPG campaign helps bring the Roleplaying Guild and the Adventure Card Guild closer together. Now players can experience crossover story elements between the RPG and the card game; This is fantastic! I hope that we get another end of season RPG special scenario with an Adventure Card Guild component.

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The entry for Isirah's Aggregate says that she has undead immunities. Since she has a CON score, would that make her vulnerable to effects that require a FORT save?

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On a more mechanical note, does the party count as having the Technologist feat if they decide to bring Isirah along? For example, would she allow the party to use Technologist specific options regarding disable device checks, or can the technology in the scenario be used without this feat, and or her presence?

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Isabelle Lee wrote:

Can do! There are a few reasons.

** spoiler omitted **

Hopefully this answers your question satisfactorily. ^_^

Thank you for the reply. Your choice makes more sense to me now. I still like the flavor, and it seems to me that the encounter would play out similarly enough either way. I only asked because we haven't seen skalds, or bloodragers even, in a PFS scenario. In my opinion, there was enough flavor to see one, but I respect your decision. It was also really fun to see Numerian technology in the accounts of early Pathfinders.

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First of all, thank you. This is an amazing scenario! I have a question regarding the encounter with Jala Spirit-Eye and the Ghost Wolf barbarians. In a party full of Kellid barbarians, would you please explain your reasoning behind making that character a bard instead of a skald?

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Locked and loaded for adventure. These look so cool.

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It allows you to move to another location and then explore, so long as it is still your explore phase. This acts similarly to a potion of flying. You explore your current location, discard the Pegasus, move to a different location, and then explore again. This makes it not useable outside of your turn.

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Thank you Tanis, for sharing one of my favorite elements about the card game, the story. I appreciate the fact that there is a plot that interweaves throughout the scenarios and is revealed by playing through the adventure path. I am looking forward to playing the last few adventures.

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Poisonous goblin pickles, eh? I'm liking this set already!

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If you really want to play your Tier 7 characters again, just play them in adventure 6 of another adventure path. That way, you can get to Tier 8.

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A Medium's Inspiring Call ability (OA) is the intermediate spirit power that is granted by the Marshal spirit. It is described as follows.

Inspiring Call (Intermediate, Su): As a standard action, you can grant all allies who can see and hear you a competence bonus equal to your spirit bonus on either saving throws or attack and damage rolls. You choose which bonus to grant each time you use inspiring call. This ability lasts for 1 round. If you have the decisive strike greater spirit power, you can use inspiring call as a move action. If you have the legendary marshal supreme spirit power, you can use inspiring call as a swift action.

My question is whether or not this would be considered a type of bardic performance for the purpose of feats and magic items, such as the Lingering Performance feat, or the magic item the Harp of Contagion? Any insight into this would be most appreciated.

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Hooray! Bombs and firearms. I can't wait for my subscription to ship!

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My table of five played this scenario thrice, and everyone died on the first two tries because of the 1d4 acid to everyone. Then again, the party was set up in two groups of two, with a solo elsewhere. This setup rolled multiple consecutive "5s" on the goblin chart in each attempt. So many explosions! We did beat it on the third try. Everyone had fun, but that chart really threw some people.

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1 person marked this as a favorite.

I second the idea of having cover art for the ACG seasons. I too make binders for every season, for use at my store. I use the covers of the season's demo scenario.

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1 person marked this as a favorite.

Congratulations to all of our new five star GMs, and the slew of new Venture Agents!

Well done, especially to Joshua Hancock and Brett Sweeney, the Venture Captain and former Venture Captain of St. Louis, Missouri.

A warm welcome to the new Venture Agents for St. Louis: Alex Blaes, Matthew Gill, and Arturo Moreno.

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A season neutral ACG chronicle sheet, sweet!

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Thanks for the update.

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Thank you John. The Iron Gods chronicles are splendidly done! Giantslayer at the same time is a massive bonus.

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elcoderdude wrote:

This is a complaint I am hearing from a member of my play group. We are playing Zarlova, WotR Kyra, Flenta and CD Merisiel. We completed 1-5D tonight.

1-5C looked hard on paper, but we waltzed through it. I struggled with 1-5D when I soloed it with CD Kyra, Radillo and CD Harsk, but our play group succeeded without much trouble. (It's true the Guardpost is an easier location for Merisiel than for others, although at this point a 19 combat isn't much of a challenge for most characters. We were lucky that the villain didn't end up in the Guardpost, since we gave Merisiel Queen Galfrey and by game's end we had added 10 monsters to the location deck.)

One aspect bothering my friend is the final boss fights are afterthoughts. Tonight Flenta rolled 104 against Alulasavi's 40 check. When you have mythic charges to burn, the villain's no problem.

We'll see if he feels differently after 1-5E, when a single character may have to take both of Khorramzadeh's 50 checks. Adventure 6 looks more challenging, and I'm not too confident about our chances for 1-P.

I'd be interested in hearing others' experiences.

I recently completed the Season of the Righteous with just one other player. The party was Olenjack (Spider) the Archmage and class deck Kyra (Fireflower) the Hierophant. At higher levels, we were both capable of doing massive nova damage, evading, auto-acquiring boons, and even auto-beating some barriers. Kyra did 109 points of damage to the final boss on a single check with Time Stop and Transmogrify, and Olenjack got 89 with a mythic weapon, and 86 with Form of the Dragon.

The most maniacally difficult encounters (for various reasons) in my opinion were: 1-4A: In Another Dimension, 1-5C: Plura's Fall, 1-5D: Gods Save the Queen, 1-6A: Champions of the Horn, 1-6C: Fate Hangs in the Balance, and 1-6D: Apocalypse Worldwound.

In short, the organized play scenarios were challenging and fun, but not what I would call overly difficult. I hope that the card game team at least considers ramping up the difficulty of future OP scenarios.

I also really appreciated the tie in to one of the RPG specials in one of the later adventures, and I hope that this happens at least once per season if possible.

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Welcome to the Pathfinder Society Simon. I am glad that you had such a memorable experience. It is my hope that you continue to have fun within this amazing community.

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At present, only characters from the Pathfinder Class Decks are legal for play. You can unlock the ability to play Jirelle the Swashbuckler and Enora the Arcanist by completing the Card Guild AP Skull and Shackles. Also, Alain the Cavalier is available to play if you finish the Card Guild AP Wrath of the Righteous.

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Today, a band of pirates and myself completed the last card guild scenario of the Skull & Shackles adventure path. A tale to be told, for sure. Our band of brigands were four in number. There was the short and fiery Amaryllis, Agna the Stoic, the halfling virtuoso Lem, and Ezren the Blessed. As we sailed deeper into the Shackles, Amaryllis and Agna perished beneath the waves, taking down a few nagas with them. Lem and Ezren pressed ever onward. After an excruciatingly difficult battle against an enemy armada and an unholy storm, we clashed with the blasphemous horrors of the deep in a climatic final battle and emerged victorious! We now take our seats upon the Pirate Council and rest before our next adventure.

Thank you to the Pathfinder Adventure Card Game Development Team for creating an incredibly fun gaming experience.

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I would prefer that the pregens are included in a second document, much like the RPG pregens. The document could include pre-statted character sheets for tiers 1, 3 and 5, per the guide to organized play. This way, they could be kept up without making new forum posts or guide updates.

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Is there going to be an update to the ACG Guide to Organized Play that details the build of the pregen paladin? Along that note, how are iconic pregen builds going to be addressed when new class decks become available?

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1 person marked this as a favorite.

I want to say that Seth Gipson did an amazing job organizing the quest tables throughout the whole weekend. I GM'd a few of the slots during the specials, and I wanted for nothing. He even had sets of dice available for new players, and he made sure his GMs had whatever they needed. Great job Seth.

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I did not playtest this class myself, but I want to share some of my GMing observations. The people who played this class at my tables really emphasized the social elements, as well as the disguise and transformational aspects of this class. Perhaps magical transformation options could be added as universal vigilante talents? Would it be possible to become able to change your form a female to male, or any such variation; or take on an animal aspect, etc? In the current playtest, the vigilante gives their other identity power because they assume a different persona. How about an item, or something similar, giving a vigilante another identity or persona altogether?

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1 person marked this as a favorite.

This is my first GenCon experience. I caravanned all the way from St. Louis, Missouri to GM PFS all weekend long. I arrived and got my badge, and found myself volunteering to run the Adventure Card Game on Sunday. My first GenCon and I'm running 9 slots, a lot of people have been saying I'm crazy!

I have gotten to meet some interesting people here at the convention. Some of the highlights include meeting Tannis and the ACG team, as well as getting to run a table of The Wounded Wisp with Alexander Agunas of Know Direction at the table.

It's the end of day one, and I'm still alive...for now. This first day has been exciting, nerve wracking, and so much fun.

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You aren't able to use mythic power unless you are playing a scenario that is in an adventure that is level 2 or higher.

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Our Lodge is using only the tier leveling system for organized play at events, conventions, and most OP home games. Most of our players prefer to stick to using a single character per adventure path. If they have to replay an adventure, they just make new characters.

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Is there a need for any more Adventure Card Guild volunteers at Gen Con? I could run some games on Saturday night, and all day Sunday.

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Is there still a need for Card Game OP volunteers at this point?

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Thank you for coming out to play the card game. The St. Louis, Missouri Pathfinder Card Guild will strive to have a presence at more local conventions as the year goes on. I hope that the interest and support for organized play in our area continues to grow.

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Congratulations Alison.

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Congratulations Josh! Thank you for being an amazing GM and organizer.

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1 person marked this as a favorite.

Hello everyone. The Fantasy Shop in St. Charles, MO is now hosting a bi-monthly game day for the Pathfinder Adventure Card Game. These events will be taking place on every other Sunday, starting on July 5th. Multiple tables will be available, with sessions starting at 1:00PM, and running until 4:00PM. The event is free, and all scenarios, past and current, will be available for play. Multiple copies of the base sets will be available for use.

The event is listed on paizo.com as "St. Charles PACG."

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Hello everybody. I am glad to be able to help expand the PFSACG here in Missouri. If you're going to GenCon, feel free to come say hi.

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Thank you Parody, that's good to know.

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The new Wrath of the Righteous chronicle sheets includes new information such as tier and die bumps. Is it possible to update the Skull and Shackles chronicle sheets to match this new format? Tiered play allows single characters to play between the current adventure paths, and having the sheet formatting match could make updating chronicle sheets more consistent.

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Masks of The Living God #42. You are most generous.

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If you plan on playing a character from outside of the core assumption, be able to provide your GM with a quick overview of your character's abilities, in addition to legal sources. Playing A Gunslinger, for example, you should be able to provide your reload time, misfire range, and grit abilities to your GM. Not all GMs are familiar with every class and or rule. Being able to quickly explain how your character works makes for a smoother table.

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Congratulations Nathan, you are an excellent GM. The tables that you run are always a blast.

Full Name

Unknown

Race

Human

Classes/Levels

Warlock 4100XP (4th)| 0/31 HP, 14 AC, Init +3, PP 10 | 3/3 HD, 1/1 Aurora, 0/2 Spells | dead

Gender

Male

Size

Medium

Age

Over 33

Alignment

Chaotic Good

Languages

Common

Occupation

Jack of all Trades

Strength 10
Dexterity 14
Constitution 14
Intelligence 12
Wisdom 8
Charisma 18

About Wan'di

Medium humanoid (human), warlock 4, chaotic good

Proficiency Bonus +2
Armor Class 14 (studded leather)
Hit Points 31 (4d8+8)
Speed 30ft.

STR 10(+0) | DEX 14(+2) | CON 14(+2) | INT 12(+1) | WIS 8(-1) | CHA 18(+4)

Saving Throws Strength +1, Dexterity +3, Constitution +3, Intelligence +2, Wisdom +2, Charisma +7
Skills Acrobatics +3, Animal handling +0, Arcana +2, Athletics +3, Deception +5, History +4, Insight +2, Intimidation +5, Investigation +4, Medicine +0, Nature +2, Perception +0, Performance +5, Persuasion +5, Religion +2, Sleight of Hand +5, Stealth +5, Survival +0
Proficiencies Armor Light armor. Weapons Simple weapons Tools Disguise kit, theives' tools.
Senses passive Perception 10
Languages Common

Polearm Master. You can keep your enemies at bay with reach weapons. You gain the following benefits:
✴ When you take the Attack action and attack with only a glaive, halberd, or quarterstaff, you can use a bonus action to make a melee attack with the opposite end of the weapon. The weapon's damage die for this attack is a d4, and the attack deals bludgeoning damage.
✴ While you are wielding a glaive, halberd, pike, or quarterstaff, other creatures provoke an opportunity attack from you when they enter your reach.

Vagrant (Urchin Refluff). You chose a life on the streets for some reason, and had to adapt to the new harsh conditions by scraping by with whatever you could. You slept on rooftops and in alleyways, exposed to the elements, and endured sickness without the advantage of medicine or a place to recuperate. You've survived despite all odds, and did so through cunning, strength, speed, or some combination of each. Your last odd job you performed scored enough money to travel to a new city with enough change to last ten days.
City Secrets. You know the secret patterns and flow to cities and can find passages through the urban sprawl that others would miss. When you are not in combat, you (and companions you lead) can travel between any two locations in teh city twice as fast as your speed would normally allow.
Personality. "I'm driven by a wanderlust that led me away from home."
Ideal. "Change. The low are lifted up, and the high and mighty are brought down. Change is the nature of things."
Bond. "The common folk must see me as a hero of the people."
Flaw. "It's not stealing if I need it more than someone else."

Otherworldly Patron. The Seeker. Your patron is an inscrutable being who travels the Astral Plane in search of knowledge and secrets. In return for your patron’s gifts, you wander the world seeking lore that you can share with the Seeker. Your patron is a nameless entity you refer to by a feminine pronoun.
Expanded Spell List. The Seeker adds to your spells known.
Shielding Aurora. As a bonus action, you create a whirling aurora of brilliant energy that swirls around you. Until the end of your next turn, you gain resistance to all damage, and if a hostile creature ends its turn within 10 feet of you, it takes radiant damage equal to your warlock level + your Charisma modifier. Once you use this feature, you can’t use it again until you finish a short or long rest.

Eldritch Invocations. You know two eldritch invocations. When you gain a level in this class you can choose one of the invocations you know and replace it with another invocation that you could learn at that level.
Agonizing Blast. When you cast eldritch blast, add your Charisma modifier to the damage it deals on a hit.
Book of Ancient Secrets. You can now scribe rituals in your Book of Shadows. These spells must be cast as rituals, and you can scribe spells into the book if it is half your level or less (rounded up). For each level is costs 50 gp of rare inks.

Pact Boon. Pact of the Tome. Your patron gives you a grimoire called a Book of Shadows. It allows for spells to be cast while you possess it. Replacing the book takes a 1-hour ceremony that turns the old one to ash, and can be performed while resting. The book turns to ash when you die.
✴ Cantrips (at will): dancing lights, gust, shillelagh
✴ 1st level (rituals): alarm, comprehend languages, detect magic, find familiar, identify, tenser's floating disk, unseen servant
✴ 2nd level (rituals): augury, silence

Pact Magic. Your arcane research and the magic bestowed on you by your patron have given you facility with spells. Spell DC is 14, spell attack is +6, slots recharge with short or long rest.
✴ Cantrips (at will): eldritch blast, green flame blade, prestidigitation
✴ Known (2 slots, 2nd level): expeditious retreat, feather fall, hellish rebuke (3d10), hex, jump, levitate, locate object, misty step, spider climb

Actions

Quarterstaff. Melee Weapon Attack: +0 to hit, reach 5ft, one target. Hit: 1d6/1d8 bludgeoning damage. Bonus action attack: 1d4 bludgeoning damage.

Shillelagh. Magic Melee Weapon Attack: +6 to hit, reach 5ft, one target. Hit: 1d8+4 bludgeoning damage. Bonus action attack: 1d8+4 bludgeoning damage.

Dagger. Melee or Ranged Weapon Attack: +4 to hit, reach 5ft or range 20/60, one target. Hit: 1d4+3 piercing damage.

Eldritch Blast. Ranged Spell Attack: +6 to hit, range 120ft, one beam. Hit: 1d10+4 force damage.

Equipment List

Background:
The aging man now known as Wan’di is proud of his upbringing, but not in the way most should be. His childhood served as the counterexample to his being. Son of a now long-dead general born in a household whose untamed opulence was taken with the blood of foreign sovereigns, Wan always pushed the boundaries of what he was allowed to do. He would always sneak into the city or out into the king’s wood, and after spending three days lost in the lower city he was found and brought home only for the family who had taken a hungry boy into their home to be summarily executed. Spared from the grim details, Wan’s father impressed on him that it was his actions which bore such consequence; that his father spares those who leech from the system and refuse to work hard enough to succeed in life for as long as they know their place. Following this event a depressed Wan never lost his wanderlust. He was able to temper it by spending more and more time exploring his father’s extensive “collection” of art plundered from around the world.

That is where he first felt Her presence. The entity has no name, but Her soft voice and motherly tone never rejected Wan’s choice of pronouns. She told Wan the true stories behind the artwork. How his father’s prized sculpture was a forgery, leaving this false Chanterelle worthless despite the kingdom’s contrary appraisal. She also pointed out how the popular mosaic wall was actually made locally by an artist commissioned to put good use to the broken ceramic artwork shattered by looting soldiers; how the headless nude female statue was actually a depiction of Sune taken from a famous temple that was only partially restored. She also told Wan his favorite painting of an infant was of a real person who saw her father murdered for that piece – and how she still lives to the north. Wan asked Her how he could return the painting, and She told him of two options: grow old and compliant and bring his then inheritance to the woman’s children, or retreat with it to the ancient tower on the compound and leap from the roof with it in hand. Both actions will bring the painting home, but with a leap of faith he could heal some of the wound his father left in the girl’s heart instead of helping her descendants cope.

Long disillusioned with the importance of his house and nation, Wan’di took the painting to the tower and leapt from the roof believing in the power of Her words. Magic bloomed within him and sent him sailing softly to the ground… three hundred miles north of his home. It was there Wan thanked her and began his life on the road, delivering the painting after overcoming the hardship of escaping a tyrannical kingdom’s borders to a now middle aged woman who cried uncontrollably in front of a now thirteen year old boy.

Since then he has lived over two decades of the land or thorugh the generosity of others. Things have been thin or thick, but he always managed to get by exploring everywhere he can. His only tie to his childhood is the silver whistle he was forced to carry after getting lost in the city. It has had to be restrung several times, but still works like the day it was new. When the dreams began it wasn't a second thought to follow the whim of the woman in chains, and the new city has captured his imagination.

Magic Item Fluff:
Randomized using the DMG.

Devil's Luckstone. This ebony stone is inscribed with illegible runes when heated with fire. At one point is was a gift to a distinguished fiend warrior, but it was claimed by a human when the creature was felled on the mortal plane. It has been too useful to destroy for the various human hands that have exchanged it; though celestials or those that recognize its origin are repulsed by it. It tells the bearer roughly how far underground they are like they were standing below a cliff, and it can guide the bearer to the surface. Each time it saves the bearer from misfortune it bears the wound against fate on its surface; as old as it is there are small fissures and craters all over it's surface like used soap that has been struck by ball bearings.