Sir Holton

Stahl Fortheim's page

No posts. Organized Play character for Harley Quinn X.



5/5 **** Venture-Captain, Massachusetts—Central & West

I was prepping this for this weekend, and just started the thread to give some early thoughts. The premise sounds good. There seems to be a lot of rounds of RP in the beginning, but with all the stuff that comes afterwards, I think it may have to be rushed.

It seems we have a minor "big creature limited by room size" issue in area B2, though not as severe as those in the past. Still looks like it can be an issue.

Area B2:
The Pillar Room has very few spaces for the large creatures to be able to move in, given the pillars going throughout the room. Depending on subtier and challenge points you can have up to three large creatures in a room that as only 16 spots they can stand in.

It is looking relatively easy for both the GM and the players to lock the NPCs out of the fight by placement.


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I'm a player in this AP, and we just got to the point where we are getting our agents, in our Cult of Personality. I decided to make some tables to generate descriptions and backgrounds for my agents, and threw together some tables. Hopefully this will make it seem more like a motley crew of locals throwing themselves in to help the cause than "you have some agents. They do things."

One note that didn't fit on the page with the table: For a more "courtly" agent set, use 76-100 on the "Commoner" table instead of the whole table.

War For The Crown Agent Tables

Feedback greatly appreciated, as this is my first stab at such a thing.


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Hello all. I'm looking to help a new player create something like Final Fantasy's version of a Red Mage; a sword-and-sorcery jack-of-all-trades. The challenge is to do it using only a single class, using Paizo-published Materials, without reskinning/reflavoring abilties.

Before I start, let me just get some stuff out of the way, because I know these forums!

- Yes, we know there's a Final Fantasy D20 system with a Red Mage Class. It's pretty good!
- Yes, we know that this could be better achieved with multi-classing.
- Yes, we know there's myriad third-party options that can emulate such a thing.
- Yes, we know you can just ask the GM for something to help fit the concept.

With that said, this is more of a thought-exercise and brainstorm, than a restriction on what can be played. The GM is awesome, and is fine with pretty much anything brought to the table, even if its tweaked or reflavored. We had certain qualifications as to what we consider a good replication of the Red Mage:

1) Decent Melee Weapon-based Proficiencies/Abilities/Features
2) Ability to cast Elemental Damage Spells, preferably earlier on in levels
3) Ability to cast Healing Spells

So far we have a few front-runners:

- Battle Shaman: The Shaman spell list gives access to requirements 2 and 3, but has very little to help with 1. We'd need to spend a good number of feats to get their melee skills to a good level, and that would probably just be leaning on the staple feats.

- Puppetmaster Magus: Puppetmaster Magus gets access to the Bard spell list, which puts most of the Cure X Wounds and some of the Remove X spells on their spell list. As a magus, elemental damage is a part of the kit, but the tradeouts to Spell Combat, Spellstrike, and Arcane Pool lower its normal weapon abilities.

- Arcane Duelist Bard: The Arcane Duelist gets all sorts of cool weapon abilities and feats to not only buff himself, but also his allies. The Bard spell list doesn't have many elemental damage spells, especially early on.

- Battle Oracle: I mean, the're good at what they do, and they do get some some great abilities. They don't get many elemental-damage spells until later, though.

Any thoughts?


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I've come into a situation where a lot of class decks have been gifted to me, unboxed and jumbled together. Some of the class decks are multiples. For example, I think it has at least 3 Cleric Class Decks from the amount of Heggals I've seen. I'm not 100% sure that all the cards are there either. I want to split them into individual class decks, but I also want to make sure that they're complete.

The Class deck lists available are great for telling me the different types of cards that are in each class deck, but don't tell me how many of certain cards are there.

I know that each deck contains multiple Blessings of the Gods and may have multiples of some of the lower level B stuff. If I simply divide everything by the number of estimated class decks, I won't know if I'm missing cards or if the number of missing cards is divisible by 3.

Any help appreciated.

EDIT: Now that I think about it, I'd only need the cards that come in a quantity of 3 or more in a class deck, if that helps.


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I have a character (possibly for SFS, so being as close to RAW is appreciated) who I am looking into buying a personal camera for, but I can't seem to find any sort of price.

Outside of a few class features (Mechanic's drone and Expert Rig class features) I don't see how a character can access a camera. Obviously they exist, as several abilities (like Mechanic's Overload) and the computer description says that you'd need a control module to control an external camera.

Personal Comm units only do audio and text based communication, but it sounds like a regular computer would have access to the equivalent of a webcam. What I'm looking for is more of a personal video recorder, to take pictures as its owner explores, and can record findings for later. Any help?


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I'm tinkering with ways to get a Spiritualist's Phantom with some innate spellcasting ability, instead of going through items or delivering touch attacks. There's always UMD with wands/staves, but flavor-wise I'm looking for a phantom that is the remnant of a caster of some sort. It doesn't even have to be high level casting, as 0- and 1-levels would work fine. (This is going to be a pretty unoptimized home game, so it's okay that this is a suboptimal choice.)

Things I've already thought of:
- Extra traits to pick up a few low level spell-likes
- Deific/Celestial Obedience (but that wouldn't get my Phantom any spell-likes until very late in the game)

This is for a home game, so GM may make some allowances for third-party, I would greatly prefer Paizo-published materials. Closer to PFS-legal standards (as that's what my GM is most familiar with) would be preferred.

Any ideas would be greatly appreciated!


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So my party just made their way into Fort Drelev, and performed a not-so-stealthy assassination on Baron Drelev. Spoilered for length, I guess.

The Assassination:
They flew to the top of his tower under cover of night and Invisibility, hid in his closet until he came in the room (with Lady Maray) for some... after-dinner activities, and yanked Lady Maray when the Baron went to wish his wife goodnight. After tying Lady Maray up, they pulled her into the closet and waited for the Baront to come back to ambush him. A fight ensued, as the party Wall of Stone-ed over the door to the bedchamber. Imeckus brought the baroness, and two guards in with a Dimension Door (I changed one spell per level of his spells to some less combat oriented support/utility spells, since he probably wouldn't have had reason so blast everything to bits on a casual day.) A lightning bolt from Imeckus and a crit from the Baron led to the death of the party's Oracle, and then fortune turned in the party's favor. The Baron and the guards got mowed down by a series of crits. Imeckus made his retreat, true to tactics, via Teleport. The party figured the deed done as best they could, and several guards still hacking their way through the wall of stone over the door, fled via Teleport to revivify their Oracle.

The party abducted Baroness Pavetta, and Lady Maray willingly chose to be teleported out with the party as the town would probably suspect her of foulplay since a guard that survived saw Lady Maray in the bedchamber and she's generally a newcomer to the fort.

Quite the feat, as they were only level 9 when they flew in and I didn't nerf the Baron. However, the party is pretty content with their efforts in stirring up trouble, and has little/no desire to "liberate" the town. This should leave plenty of room for a power vacuum in Fort Drelev, and some things that they may have forgotten that needed to be done.

TL/DR: Party snuck into the keep, killed the lord, and are content to let the chaos sort the rest of the town out.

So with that said, I'm looking for feedback on how to handle some issues!

Power Vacuum:
Who fills the power vacuum, if there is one? My initial guess would be Mr. I, since he already pacified Drelev Keep through warfare and intimidation. But at the same time I feel like he wouldn't bother. How long with Fort Drelev fester before Pitax steps in? I am thinking of letting Pitax score their own Liberation points and once they earn the requisite amount, Pitax takes over Drelev Demesne. I'm thinking that since they are only marginally interested, they may earn 1d2-1 LP per week to take into account any relief efforts, economic stimulation, and the Languishing penalties involved with going about it half-cocked.

Satinder may make a good choice, but there's little way for her to fulfill the work to take over the kingdom on her own and probably not without serious hassle and resistance from the remaining guards/nobles in the fort.

Mr. Numesti:
The party kind of left Terrion there at the keep, as they only made it through the top of the keep. With Drelev no longer in power, and no real need to keep Pitax happy, I don't think they'd need him alive. They were told by Kisandra that her father is being held prisoner in the keep, so shock-and-awe tactics were a bit careless on the party's part, I think. But careless enough to get the man killed? I kind of think so, especially if Pitax gains control of the fort.

Refugees:
The party has not gotten to encounter area X, with the refugees. Since they were arguing about whether to head to Fort Drelev, perhaps these should become refugees headed from Fort Drelev to Mivon to escape the chaos? It would be a good opportunity also guilt trip the PCs a bit.

Finding the Sisters:
With the library (M27) unsearched and no desire to head back to the castle until things pan out, any clues for finding the Black Sisters and Armag's Tomb? I couldn't figure anything else out except the Baroness and Lady Maray, but I don't think the Baroness would care enough to know exactly where the tomb is, and Lady Maray would only have some cursory knowledge, as she's heard about this through the baron.

The Runaway:
So after the hurting Imeckus put on the party, they are jonesing for a rematch with him. Can you think of a reason why Imeckus couldn't/wouldn't make his way into the leadership or service of Mr. I? I can't think of a reason why not, especially given his propensity for using divination spells to spy on people. He's make a great Spymaster for Pitax.

Thanks for the help.


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Sorry if this has already been answered. Couldn't find it.

Psychic spells with thought components are harder to cast than normal spells. Got it. A psychic spellcaster can center themselves as a move action as they cast the spell to use the normal concentration DC. Check. But does this apply to concentration checks to maintain spells when they take damage at a later time, or no? I could kind of see it either way.

Relevant rules text, Occult Adventures, page 144:

Thought Components wrote:


Thought Components: Thought components represent
mental constructs necessary for the spell’s function,
such as picturing a wolf in vivid detail—down to the
saliva dripping from its jaws—in order to cast beast
shape to transform into a wolf. Thought components are
so mentally demanding that they make interruptions
and distractions extremely challenging. The DC for any
concentration check for a spell with a thought component
increases by 10. A psychic spellcaster casting a spell with
a thought component can take a move action before
beginning to cast the spell to center herself; she can then
use the normal DC instead of the increased DC.

Does the "use the normal DC instead of the increased DC" clause apply to subsequent concentration DCs or only initial casting?

As an example, a mesmerist successfully defensively casts silent image after centering first (DC 17). An enemy attacks the mesmerist, and hits for 6 damage. What is the mesmerist's concentration DC to maintain the spell: 17 (10 + 6 damage taken + 1 spell level) or 27 (20 + 6 damage + 1 spell level)?

5/5 **** Venture-Captain, Massachusetts—Central & West

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(Before going any further... look at the post date!)

It seems there's a Venture Officer in the Metro Boston area who's been running a lot of games. While this person's done a lot of work organizing events at area stores, it's becoming painfully obvious that no one's enjoyed themselves at his games.

Hmm? That whole laughing thing? Obviously forced, to spare his ego and all. Obviously.

What? He's got over 250 tables of GM credit?! *shrug*
Hmm? He's encouraged several new players to try GMing? ... I mean, that's not that impressive at all.

It's my extreme displeasure to announce that VL R. Diaz will never... evereverever... get his fifth GM Star. EVER!

Congratulations to our VL, R. Diaz, on earning his fifth GM star. He's had his 150 total game count for some time now, but he's recently gotten his specials count up to the mandatory 10!

Thanks for all the hard work!

5/5 **** Venture-Captain, Massachusetts—Central & West

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While she physically left us to move to Redmond months ago, Linda Zayas-Palmer has still been a figurehead in our lodge over here in Massachusetts! One of the founding members of the lodge, Linda's been fundamental in getting one of our largest stores, Pandemonium Books and Games, up and running Pathfinder Society. Not only has she provided a fun and thorough GM, she has inspired several gamers to step up and take the mantle of GM.

Though she's now moved, she's run several games for the lodge over the internet! She's also served as remote overseer during the Siege of the Diamond City.

She's earned her fifth star, and I'm very proud to congratulate Linda Zayas-Palmer on her achievement!

5/5 **** Venture-Captain, Massachusetts—Central & West

Lucas Servideo has been GMing like a madman out here, and he's earned his fifth GM star! Around these parts, Lucas is known for his love of goblins, and for printing all sorts of gaming aids ranging from player portfolios to shiny gaming maps!

Congratulations, and thanks for all your hard work!

5/5 **** Venture-Captain, Massachusetts—Central & West

Good news, everyone!

Welcome Erik Oparowske, the new Venture-Lieutenant who will be helping me by covering New Hampshire.

If you haven't played with Opa before, he really gets players into the game, as demonstrated a week ago when he lead the table next to me in a rousing round of goblin song during We Be Goblins, Too! at Pop Culture.

Looking forward to working with you, Opa, and welcome to the team!

5/5 **** Venture-Captain, Massachusetts—Central & West

For the longest time, we've had the occasional person looking for PFS in Maine and I've had no idea where to send them. On Saturday, September 28th, the Game Lair ran their first public PFS game in the Lewiston Public Library in Lewiston, Maine. Led by Joshua Goudreau and Ralph Morgan, they ran two tables of Master of the Fallen Fortress. I've been talking with them, and they'll be joining us on the BostonPFS.com gaming calendar due to lack of a lodge out there yet!

The Game Lair is currently hosting in libraries, but are looking to move to a store location! If you look now at the forums, they have their own forum where there can announce their events, so if you're interested in the goings-on up in Maine, give them a look-see!

I don't believe they have another concrete date set just yet, but stay tuned to the Calendar!

If you'd like to get in touch with them, you can send them an e-mail at gamelair [at] yahoo [dot] com.

Welcome the Game Lair to PFS!

5/5 **** Venture-Captain, Massachusetts—Central & West

We've got a lot of big things planned in Boston. Help me welcome the two newest VLs to the Boston Lodge, Mark Seifter and Linda Zayas-Palmer! They've both worked to make PFS around Massachusetts a huge success.

I met them about a year and a half ago at my very first game of PFS. Welcome to the team, both of you!


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I've got a PFS character who's bought a Chirurgeon's Bag (Pathfinder Society Field Guide) and had a few questions about the bottle of brandy that comes in it. He may give a little bit of brandy to people he has to treat, to ease pain, etc. Or he may just sip some for himself after a hard day of healing his friends from near-certain doom.

First, the contents of the bag are: a leather pouch, a healer’s kit, a bottle of strong brandy, a potion of cure light wounds, a vial of smelling salts, and 2 doses each of alchemist’s kindness, antiplague, antitoxin, bloodblock, and soothe syrup.

Note: This is for a PFS character. As such, I'd prefer a more structured answer than "Whatever your GM allows..." etc. I know that in home games, GMs can hand-wave things as they wish, but if there's already an already structured answer that I overlooked, I'd appreciate being pointed in the right direction.

So, my questions are as follows:
1) Is there a prescribed number doses of brandy that can be given out of the bottle? (Say, enough for 4 patients?) Or is it something more nebulous, like a Spell Component Pouch, where there's always some if you need it? That doesn't seem right, because it would essentially be like... a Decanter of Endless Booze.

2) If you can use up all of the brandy, how much does it cost to buy another bottle? Or to buy a bottle to keep in the pouch so he can make it look like the bottle that came with the bag is still intact even if he's got one that he's sipping out of? There are prices for whiskey, but if the bag comes with brandy and he shows someone whiskey, they might know something's up.


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Hello. I'm pretty new to GMing and I have a quick question about the enemy position in room 20 (The Great Pit) in Godsmouth Heresy for people who've GMed this module. I haven't run it yet, but I'm just trying to work through the details in my head, and this sort of popped out to me. Just to ere on the side of caution, I'll put possible pertinent bits in spoiler tags, just in case some player who hasn't played yet is reading the thread.

Spoiler:
If the PCs linger too long in this chamber, they attract the attention of a guardian from the lower levels. 1d4 + 1 rounds after the PCs enter, a necrophidius crawls up from a concealed ledge to attack any intruders.

My question is, where is the enemy standing at? Is it considered sharing the same path that the PCs, or is he considered in the pit? The picture on page makes it seem as though the creature is in the pit and its head is just out of the pit. Given its seemingly powerful attacks, it would make sense if it were considered to move adjacent to the path around the area, so that way three PCs could pound on it.

However if it had to put its head on the path to attack, flanking with melee fighters and such would be more feasible.

Perhaps, I'm just thinking too much about this and it just falls under the rules of "GM Fiat"? Any ideas?