It won't let me report the PFSACG scenario 0-1A: Ghosts of the Deep. It doesn't show the same information as the rest of them in the drop down menu and when I select it it doesn't bring up the normal fillable fields. For example 0-1B is listed as "Pathfinder Adventure Card Guild Adventure #0-1-Lost at Seat - 0-1B: The Lone Shark" and it has a box for "Scenario missions accomplished:", card additions, and character improvements, as well as "PFS RPG Boon". 0-1A on the other hand only reads "0-1A: Ghosts of the Deep" and only has "Character #", "Character Died", and "Delete" as options. There are a couple of error messages: "Missing character number." and "Important One or more required fields are missing."
When: Wednesday June 24th, 2015 at 6:00pm MDT (UTC-6) Where: Roll20 + G+ Hangout Who: Level 1-5 Core characters What: As the Pathfinders approach the village of Nesting Swallow in the Tian nation of Shokuro, they find it besieged by a gang of tengu bandits. Before their contact in the village will aid them in restoring the Iroran relic that brought them hundreds of miles to the isolated town, the PCs must repulse the attackers, using every ounce of tactical mettle and military strategy they possess to train the villagers, augment their defenses, and ultimately face off against the bandits' charge. Please sign up on Warhorn if you're interested.
When: Wednesday June 17th, 2015 at 6:00pm MDT (UTC-6) Where: Roll20 + G+ Hangout Who: Level 1-5 Core characters What: With an ancient Iroran relic in hand, the Pathfinders must make a long river voyage to the inland nation of Shokuro to return it to the only person who can reactivate the long-dormant artifact. Whether dangers take the form of goblinoid menaces on the shores of Kaoling to the north or the powerful armies of Lingshen to the south, the Pathfinders' journey will be anything but a pleasure cruise. Can the PCs survive hostile waters to safely reach their destination, or will they fall victim to the perils of river travel in Tian Xia? Please sign up on Warhorn if you're interested.
Special Note: The Quest for Perfection series is broken down into three parts that are intended to be played consecutively. I will be running them in order on Wednesdays three weeks in a row. There is a special boon for playing all three of them on the same character. When: Wednesday June 10th, 2015 at 6:00pm MDT (UTC-6) Where: Roll20 + G+ Hangout Who: Level 1-5 Core characters What: In the distant land of Tian Xia, the Pathfinder Society's Lantern Lodge sends a team of agents high into the mountains of the Wall of Heaven to an abandoned Iroran monastery in search of a powerful relic to assist them in ensure victory in the upcoming Ruby Phoenix Tournament. Though the monastery has long laid unused by the faithful of the Master of Masters, it is not completely devoid of danger, and the PCs soon discover that merely retrieving the ancient artifact is but the beginning of a much larger quest. Please sign up on Warhorn if you're interested.
When: Thursday, May 28th 2015 at 7:00 PM MDT [GMT-6] Where: Roll20 + G+ Hangout Who: Level 1-2 Core characters A Pathfinder Society Scenario designed for level 1-2. Almost all Pathfinders undergo extensive training for three or more years to learn the tricks of the trade, and their last test before graduating from the ranks of the initiates to the status of a full Pathfinder agent is the Confirmation, a special research project that involves considerable fieldwork and is designed to simulate the initiates' future work as a Pathfinder. Even the noteworthy field commissioned agents sometimes participate in such trials as a way to familiarize themselves with the Pathfinder Society’s rules and expectations. Although Confirmation is typically an individual affair, the society recently discovered a site on the Isle of Kortos that would be perfect for initiates but perhaps too dangerous to handle alone. Successfully uncovering this site’s secrets will not only contribute to the society’s body of knowledge but shape the exciting careers ahead for each of the prospective agents.
When: Monday, May 18th 2015 at 7:00 PM MDT [GMT-6] Where: Roll20 + G+ Hangout Who: Level 1-2 Core characters What: More than 400 years have transpired since the Pathfinder Society began in a humble tavern that has quietly weathered the centuries without incident. When a routine errand there uncovers a clue left behind by one of the founding Pathfinders, it’s up to the PCs to solve a puzzle whose pieces are scattered across Absalom—and whose prize dates back to the Society’s darkest years. "The Wounded Wisp" is an evergreen, replayable scenario designed to help introduce players to the history of the Pathfinder Society and Absalom’s greatest sites.
When: Wednesday, May 13th 2015 at 7:00 PM MDT [GMT-6] Where: Roll20 + G+ Hangout Who: Level 1 Core characters What: The head of the Grand Lodge sends you on a number of missions throughout the metropolis of Absalom, pitting you against traps,thieves, and even an unruly devil, all in the pursuit of knowledge.
Swashbuckler Initiative (ACG 58) wrote: Swashbuckler Initiative (Ex): At 3rd level, while the swashbuckler has at least 1 panache point, she gains a +2 bonus on initiative checks. In addition, if she has the Quick Draw feat, her hands are free and unrestrained, and she has any single light or one-handed piercing melee weapon that isn’t hidden, she can draw that weapon as part of the initiative check. Aldori Dueling Mastery (ISWG 284)[/quote wrote: You gain a +2 bonus on Initiative checks as long as you start combat with an Aldori dueling sword in your hand. As long as you wield only a single Aldori dueling sword in one hand, you gain a +2 shield bonus to your AC—if you wield the sword in two hands, this bonus drops to a +1 shield bonus to AC. Although the dueling sword inflicts slashing damage, you treat it as if it were also a piercing weapon when determining the effects of weapons used by a duelist. If you can draw your weapon as part of the initiative check is it in your hand when you start combat? I could see it going either way.
Hey hey! Who's up for some grand ol' fun? My friend Andy is GMing this module and it'll be great! Check the Warhorn link below and sign up if you're interested please. The game will be held over two days so we have enough time to finish it. Let me know if you have any questions. https://www.warhorn.net/events/mvl-pfs/schedule/2014/11/07
Please join me in congratulating Ashton Sperry as the new Pathfinder Society Venture-Lieutenant for Idaho in the Boise area! He's been very helpful and skilled at organizing and running games and is a valued source of knowledge! Sarah Bull, our current PFS VL, is excited to magically transform into the Idaho Venture-Lieutenant of the Pathfinder Society Adventure Card Guild! She works hard and will continue to do great and amazing things!
CRB 88 wrote: The base DC to make a jump is equal to the distance to be crossed (if horizontal) To me this looks pretty spelled out. If it's a 5-foot gap the DC is 5 because that's the distance of the area to be cleared; you don't have to clear the landing spot. If you are not jumping over a gap, but just moving 5 feet does that count as 10 feet? No, it counts as 5, just like the jumping scenario. The only difference is that with jumping you have to spend at least 10 feet of movement to jump the 5 foot gap because you don't want to end on the square with the hole in the floor. If your movement ends in midair one round you shouldn't float or fall. Movement is continuous and time doesn't stop when your turn ends. You make the jump check when you start your jump and travel as far as your movement will allow that round. If that means you are in midair and still have 10 feet of gap to clear then next round your first 10 feet is spent clearing the gap and then you finish your movement like normal, assuming your acrobatics check was high enough. If you get attacked while you're in midair remember this. CRB 87 wrote: If you take damage while using Acrobatics, you must immediately make another Acrobatics check at the same DC to avoid falling or being knocked prone.
Mark A. Nattress wrote:
"Eat face you facey facer!"
Sarah Bull wrote:
"I can't post that on the board."
If the enemy picks it up (provoking an attack of opportunity) then it should follow the normal disarm rules to get it back. As a GM I'd likely give a circumstance bonus to the person with the weapon cord (probably +2). CRB 403 wrote: One handy rule to keep under your belt is the Fiat Rule—simply grant a player a +2 or a –2 bonus or penalty to a die roll if no one at the table is precisely sure how a situation might be handled by the rules.
CRB 208 wrote:
Not only does the Core Rulebook confirm that most circumstance bonuses stack, but it is written plainly in the Field Guide that those particular bonuses stack. It also makes sense, if you're simplifying real life, that the more successful businesses you have the more money you're making.
I would say the word "bleed" in Boar Style is either flavor text or a damage type and isn't recurring. Here is my reasoning: the wording doesn't match the wording of any ongoing bleeding effect because it mentions nothing about having an ongoing effect while every other one does. Death Domain
Bleeding Attack* (Ex): A rogue with this ability can cause living opponents to bleed by hitting them with a sneak attack. This attack causes the target to take 1 additional point of damage each round for each die of the rogue's sneak attack (e.g., 4d6 equals 4 points of bleed). Bleeding creatures take that amount of damage every round at the start of each of their turns. The bleeding can be stopped by a DC 15 Heal check or the application of any effect that heals hit point damage. Bleeding damage from this ability does not stack with itself. Bleeding damage bypasses any damage reduction the creature might possess. Boar Shred (Combat)
Boar Style (Combat, Style)
Notice how the first three effects specifically write out that they have ongoing bleed effects while the third one does not. So with Boar Shred and Boar Style you are able to do an immediate, extra, one-time 2d6 bleed damage and also an ongoing 1d6 bleed damage once per round.
ACG pg 39 wrote: While under the effects of raging song, allies cannot use any Charisma-, Dexterity-, or Intelligence-based skills (except Acrobatics, Fly, Intimidate, and Ride) or any ability that requires patience or concentration Does that include the Skald using a free action to maintain Raging Song?
I was lucky enough to attend Demonfest this last weekend on the 11th and 12th in Salt Lake City. We had five slots and about twenty-five tables with around 45 attendees between GMs and players. There was a good selection of scenarios to include a couple plays through Day of the Demon and a finale of Siege of the Diamond City. All of the GMs received a cool boon sheet and all of the players had a chance at a boon sheets when they played games. There were also some cool door prizes given away via a raffle. It was great to attend a small event where you get to know people better than the larger conventions and it was pretty cool to see the Special on a smaller scale after GMing it at Paizocon and playing in it at Gencon. Thanks to Venture-Lieutenant Dan Hackley for organizing it and doing such a superb job at it! The location was great as well: everyone at Epic Games was awesome. I also appreciate all of the GMs who attended and ran games for everyone. Lastly I would like to thank all of the players for showing up and helping everyone else have so much fun. |