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Pathfinder Rulebook Subscriber. Venture-Agent, Maryland—College Park 51 posts. No reviews. No lists. No wishlists. 9 Organized Play characters.


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* Venture-Agent, Maryland—College Park

I'm looking to theme some of my upcoming society games, and as we go through scenarios at a given level faster then new ones come out I'm trying to find a good way to tie the scenarios together.

What are people's thoughts on good storylines, across multiple seasons, to run as a linked campaign type deal? Still run as Society games, with possibly different players each time, but a followable storyline for those players who make it to most games.

An example of what I'm looking for - all of the scenarios with the "Sewer Dragons" - the kobolds living underneath Absalom. Across several seasons, cared over NPC's, and a linked backstory.

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I'm pretty sure it's a mistake, and should be only a +1 attribute boost, but I kind of like the options it gives if it's not a mistake.

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In the remaster Player Core, pg 91, it says that a character's class gives them an "attribute boost to their key attribute modifier, increasing that modifier by 2". Not increasing the attribute by 2, the attribute isn't used anymore, but the attribute modifier!

Is this a typo, or a real change? A boost of +2 from the character class either gives us characters with partial boosts at level 1 (as you only get a partial boost if it's more then a +4 total), or let's characters use one of their boosts from ancestry, background, or the free boosts for something else - giving slightly more powerful characters then before.

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On a far more metagame approach, if it's easy and cheap for a wizard to make a copy of his spellbook, then spellbooks full of spells should be flooding the market. Every corner shop would have a shelf full, and every wizard would be able to learn every spell. Nope, they, like everything else, has to have enough cost to it to make sure it's not worth abandoning the adventuring life for just cranking out spellbook copies.

I also suggest using the "Learn a Spell" activity. Handwriting a physical copy is still going to require testing the new spell and careful proofreading, to prevent a faulty copy, so it still takes time and effort. My only alternate suggestion here - permit a wizard with some sort of "Scribing" lore or specialty crafting to make copies at a reduced DC and/or time and cost.

* Venture-Agent, Maryland—College Park

Some of the bounties are more "Open for anyone, not just Pathfinder society members" type and adventures. Nice for experience and treasure, but not always catching the attention of the Society factions.

So some bounties don't grant any prestige, fame, or reputation. Just the gratitude of the local village.

* Venture-Agent, Maryland—College Park

Are there plans to sanction the adventures in the Dark Archives book for Pathfinder Society use? I know they vary in length and suggestted level range, but that's been worked around before.

* Venture-Agent, Maryland—College Park

cavernshark wrote:

I agree that starting with Season 1 is generally best but you can start in almost anywhere.

A few of my favorites from season 1:
1-07 Flooded Kings Court (Classic dungeon crawl with goblin allies)
1-02 Mosquito Witch (Cryptid mystery hunt)
1-12 Burden of Envy (Urban rescue mission)
1-18 Lodge of the Living God (Build and defend a lodge)

Make sure to include / weave in the level 1-4 repeatable scenarios both for your players and your sanity as you can break one out as needed and anyone can play it again even if on a new character
1-06 Lost on the Spirit Road
1-14 Lions of Katapesh
1-10 Tarnbreaker's Trail
*1-01 The Absalom Initiation (this is a trap to run first, it's unnecessarily complicated in set up for a new group)

You can also consider using the bounties as intros for newer players. A good 'season-agnostic' combo is also doing 2-19 Enter the Pallid Peak and 3-10 Delve the Pallid Depths.

While I've enjoyed the story-arcs of Season 3, they deal with a lot of past society baggage so may not be immediately relevant to some of your newer players, dealing with villains that are not immediately clear especially if you didn't play PF1. A few of the arcs are standouts (enjoying the Sedeq duo immensely). That said, it does have some good on-boarding from the repeatable intros:
PF2 Intro 1
PF2 Intro 2
3-01 Year of Shattered Sanctuaries

Season 2 is also quite good, but has a number of challenging scenarios and is almost an AP in terms of a unified story. If you decide to do a lot of Season 2, run 1-15 The Blooming Catastrophe first.

Thanks, this is exactly the kind of suggestions I wanted!

* Venture-Agent, Maryland—College Park

I'm going to be running PFS games at a fairly new store, and trying to build a new community of players around it, while pulling in players from the surrounding area. I'm already working with the regions Venture Team, so I've got the support behind me. What are some of people's favorite Society adventures, thinking about newer players and/or a new venue?

There are other stores running games in a 30+ minute driving distance, so some experienced players are expected.

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So, the Broken Tusk following was once part of a larger following, but in the face of a great evil, some made a heroic sacrifice to stop it, and were promptly abandoned by the bulk of the following, with only a small number, recovering from their sacrifice, to make a new following they named "Broken Tusk". This Following preaches the ideals of "Compassion, Bravery, and Fortitude", and recruits new members with compatible ideals to that. All this is in the player's guide, if scattered about.

What that says to me, is that there are all to likely evil followings out in the tundra, and possibly even the Following the Broken Tusk split from is one of them (and I suspect will turn out to be antagonists somewhere in the AP!)

So, culturally, evil hunter-gathers possible and likely. Broken Tusk Following historically good guys and recruiting same, but if the recruiter fails their 'sense motive' check, then...

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As tundra dwelling nomads, I'm imagining I'll be handwaving starting gear as "traded for at last years visit to Hillcross" or "recovered from Beorn after his less then successful attack hunting sabertooths".

I'm sure the Broken Tusk following has a metalworker among it's members, capable of repairs at the least, and able to set up a small forge when the following camps for a week or so. Skilled leatherwoorkers and woodworkers are present in the following, I'm sure, so some goods not a problem.

The big fun will come a few levels in, when the players can't upgrade their gear because there's no place to get real upgraded metal gear. Have to see if the AP elaborates on that

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Only thing I'm disappointed in, and am well aware it's outside of the realm of the 12 page players guide format, is a lack of info equipping more primative characters. There's the mention that a player starting with a cold iron sword would have to travel quite a ways to replace it if it's damaged, and sure, some characters would have come to the frozen tundra with gear, but what about those characters native to the area? Are they all equipped with southern style metal armor and weapons, or should they have a chance at stone tipped spears and shields made from a mammoth skull? I hoped some of this will be expanded on in the AP.

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Oh yeah, Chapter 4 is all dungeon crawl and combat! After the party has been focusing on skill use and de-escalating combats, this chapter is brutal in comparison!

The Fiendflesh Siege happened a few years ago, an was played out as a Gencon, multi-table Society Scenario.

https://paizo.com/products/btpy9tld?Pathfinder-Society-Scenario-900-Assault -on-Absalom

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I love the Vudra section in this book's toolbox! Nice to see a different area of the world covered.

For GM's looking ahead, the players don't travel to Vudra, but they fight cultists from Vudra, who live in "Vudratown" an area in Absalom's Foreign Quarter.

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"Shanty town established by immigrants who'd been hired to help in the reconstruction of the ruined Precipice Quarter. Now that the surprisingly low paying construction jobs are drying up, many have found that living in Absalom is beyond their means, yet lack the funds to return to their original homes (or would prefer not to)."

That's my edit when we get to that part. It still gives a community of impoverished individuals, wronged by the festival organizers and the city by not having been paid enough for their hard work and unable to move elsewhere.

It's one thing to add to the list of things to adjust for this AP. Though honestly, I don't think I've ever ran an adventure as written (except for Society play, and, oh man, sometimes it's sooo tempting even then).

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Ahh - I'd missed the errata modifications.
Ignore my above post, it's mostly wrong!

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"Oh no, poor Hendrik Pratchett accidently had his hotel built on the site of an old secret cult headquarters, and has undead and devils now spawning in his basement!"

Easy enough to do as a red herring - could even be partially true, and he's using the old cult summoning energies to help power his nefarious traps.

But it's still a bit annoying to have to change things as written and build that into your narrative just because of the title they choose.

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I don't think so. In the rules for familiar abilities, it states "If your familiar is an animal that naturally has one of these abilities (for instance, an owl has a fly Speed), you must select that ability." The Faerie dragon has "amphibious, darkvision, flier, manual dexterity, speech, touch telepathy", so I think you have to choose those with your 6 ability choices. Have gotten the Farie Dragon when you had 4 ability choices says nothing about being able to bypass this general rule.

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And the existance of ANY items designed for Familiars/animal companions means they can use items, including magical items.

There are also several abilities for familiars that let them interact and do special things - poison receptacle, lab assistant, and spellcasting.

Regardless, I'd think for using a lot of items, you'd need to give them the right abilities. Giving a familiar a "Hand of the Mage" for example - it allows casting the "Mage Hand" spell, which has Somatic and Verbal requirements for it's casting. So to use it, your familiar has to have the "Manual dexterity" and "Speech".

Your other example - "Lifting Belt", specifies that you need 2 hands when activiated, which means it still requires "Manual Dexterity" from the familiar. And, as it takes 2 actions to activate, and minions only get 2 actions when commanded, you lose a full turn of use out of it.

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At least until August 25th, all that's out there is the physical copies from game stores on Free RPG day. So until then, I think it's just take your copy to a scanner and get the maps and images - maybe some photoshop skills required! This is what I'm doing.

By community use rules, I'm pretty sure I can't scan my copy, edit the maps and images for use in Roll20, and then share them with you, unless I re-draw everything to look different.

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Even the Guide to Absalom from 1E never gave street names.

If I shrink the Festival grounds to half the scale listed, they fit nicely and are still almost 3/4 of a mile across, while giving a fair amount of the quarter left. The "Hall of Nations" is still about 150 yards long, or a good sized city block. I can even point to a street parallel to the outer wall that I'll call "Jasper", and a street just north of the fairgrounds to call "Whisper Lane" (as they flattened everything from whisper lane to the outer wall for the festival).

Here's crappy photoshop screengrabs from the pdf's
At the stated scale -
https://drive.google.com/file/d/1iwZR5_NkgR3LwRBghE0Uy3eNTQU9x_JC/view?usp= sharing

With the festival at half the stated scale -
https://drive.google.com/file/d/1_iTjN5iFxZ_xzT7fV4d945jUVDZxH8yN/view?usp= sharing

(I made them crappy lowrez, but they're still screengrabs from the official pdfs - if Paizo wants the images gone I'll happily comply)

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I'm trying to place the Radiant Festival within the Precipice Quarter, and am running into a problem.

By all the descriptions, there are plenty of sites, buildings, displays and attractions in the Quarter, but not on the Radiant Festival fairgrounds. The Tipsy Tengu, the goblin food stalls, the Dragonfly Pagoda, the Dreaming Palace, and the Edgewatch Headquarters - all in the Quarter but not on the fairgrounds. There is mention that the rebuilders just closed off everything east of Jasper street to contain the undead there.

However, when I look at the maps of Absalom, and adjust them to match the scale of the map of the Radiant Festival grounds, the festival fills the entire quarter. The shoreline even matches up - though the scale of the buildings in the maps are hugely different.

So - is the scale incorrect for one map or the other, or are some of these other locations located in the Eastgate or Docks districts near the Precipice Quarter?

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The closest currently out in official stuff is the "Pacifying" rune, in the Agents of Edgewatch book.

Doesn't change your own damage - but once you damage a target, they have to save or take a penalty when making attacks that aren't non-lethal, while receiving a psychic message that they should stop doing lethal damage.

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My plan, if the players get suspious of him, is to try and steer their expectations into thinking he'll be a victim later, that they'll have to rescue/work for. Let them visit the hotel run by the guy (but it's too pricey for them to stay at!), mention how construction has unearthed things (like the skeletons in the first chapter), make them expect that perhaps his hotel repairs have something sinister breaking into his basement.

Basically, paint him as a quest giving NPC rather then a the future Villian.

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Bast L. wrote:

Hey, didn't see one up, so here it goes.

No precinct map yet, but I wanted one, so here it is. Probably not right/missing stuff. I made it before I read very much.

Precinct Map

Nice! But looks very new construction and well planned and funded.

The way they talk about the Edgewatch as only half funded, and with all the fast construction and repair on existing buildings going on, I always pictured the watch headquarters shoehorned into some existing, half repaired building.

My imagining puts in the shell of what was once a grand hotel, now with half the rooms collapsed and just boarded off, and holding cells being old rooms, just with a cell door repalacing the old door. Of course, I haven't got around to drawing it, so you're ahead of me.

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In the adventures description of how the Edgewatch was set up, they mention that it's not really funded and paid for by the city, instead set up more like a 'Freebooters Charter'. So officially, the watch has been given an official license to claim treasures from lawbreakers, in lieu of a more regular paycheck.

Fortunately, about half the time the adventure specifies that "the grateful citizens give the guard the treasure, as thanks for their help". It's that other half, and it's lack of clear rules for 'fines', that's a bit sticky

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Something with good social skills.

If you don't want to be a face-type, then go for a wide range of skills.

Yes, they're be fights, and you'll need to do damage at some point, but there's an strong push to try and talk your way around many fights. Also, Paizo is growing fond of dumping skill check challenges in more and more encounters, often with unexpected skills.

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Cat of Ceiling wrote:

I have a technical question regarding the AP! Certain NPC officers in the sidebar "Faces of Edgewatch" are written as being "human officer" and "dwarf senior officer". I could not find a statblock for either of these, nor the "Investigator" NPC, though I suspect she is using the player class so perhaps I should expect to build her myself.

Am I missing something here?

Easiest is just to use some of the NPC statblocks from the gamemastery guide. Guard (CR1), Watch Officer (CR3), and Captain of the Guard (CR6) should give a solid stating point. There are rules there for adding ancestry adjustments, for the dwarf, as well.

I think they've left out the statblocks, because they don't expect you to get into fights with your fellow guards. Optimistic of the authors, I know.

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One thing I wold like , though, is a better map of just the Precipice Quarter. I keep trying to fit the map of the Radiant Festival onto the Absalom Map, and matching the shoreline makes the Festival cover 3/4 of the Quarter. However, from descriptions, there's obviously a lot of buildings, restored or otherwise, in the quarter but not on the fairgrounds, with the fairgrounds being "from Whisper Street to the edgewall"

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Riobux wrote:

Nit pick, but kind of let down I can't share all the inventory items from the Adventure Toolbox because the Criminal Contraband page (p80) make reference to the big reveal of who the real killer is and the Reaper's Lancet description (p81) also talk about the real killer. I originally shrugged and shared the other toolboxes (i.e. Guard Gear, Nonlethal Loadout and Edgewatch Detective Archtype). It's nice lore, but makes sharing item information impossible.

Where my feathers are ruffled a bit is online databases of Pathfinder 2nd information like Archives of Nethys copy and paste the item description straight onto their websites, meaning players can potentially trip into the big twist/mystery of Book 1 when just looking up unique weapons.

Probably could have done with talking about how the sword relates to its owner in the owner's page honestly.

That said, based on a skim, the book definitely has me pretty damn thrilled to run.

Forget spoilers in the item description - there's the big spoiler right in the name of the book! "Devil at the Dreaming Palace", in the very first encounter you meet a guy who runs a hotel named the "Dreaming Palace". How is any player not going to make at least some connection there?

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The only problem I see with a gingerbread man familiar is language related. If you get the feat that let's you speak to the same creature type as your familiar, does this mean you can speak with other baked goods?

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dpb123 wrote:
Moximus wrote:
dpb123 wrote:
Are there any new 1st or 2nd level Sorcerer class feats in the APG? If yes, can someone with the book or pdf let me know what they are? Many thanks!

There are!

Ancestral Blood Magic (1) - you gain the blood magic effect when casting non-cantrip spells that come from an ancestry or heritage

Anoint ally (2) - let's you give a blood magic effect to an ally

Entreat with Forebears (2) - gives a bonus on social checks with creatures that share your bloodline trait, as well as bonuses to perception and saves against them.

Thanks Moximus! You (and Porridge last week) have really helped me out!

I'm glad to help, and it gives me an excuse to read up on different chunks of new rules!

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dpb123 wrote:
Are there any new 1st or 2nd level Sorcerer class feats in the APG? If yes, can someone with the book or pdf let me know what they are? Many thanks!

There are!

Ancestral Blood Magic (1) - you gain the blood magic effect when casting non-cantrip spells that come from an ancestry or heritage

Anoint ally (2) - let's you give a blood magic effect to an ally

Entreat with Forebears (2) - gives a bonus on social checks with creatures that share your bloodline trait, as well as bonuses to perception and saves against them.

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Vallarthis wrote:
Do the new rogue rackets get feats offering special debilitations at level 10 like the original rackets? And if so, are they sweet?

Eldritch Debilitations, adding a stupify effect or inability to step to your choices on debilitating strike

Methodical debilitations, adding the option to make the enemy not able to flank, or not gain advantage from cover or shields

And, as a bonus, bloody debilitation, level 12, to any rogue trained in medicine. where you choose to add 3d6 persistant bleed damage to a debilitating strike

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rainzax wrote:

You guys are awesome. It is unlikely my APG will arrive in time for Gencon, so this thread is a lifeline towards making timely adjustments in exploiting the 1,000 options therein.

My next question is pretty specific about the Beastmaster archetype.

What are the specific Prerequisites for the dedication feat? What does the dedication feat provide as a baseline? If you already have the Animal Companion feat, do you get to retrain it? Is there support for character who don't want to juggle multiple companions?

Prereq is simple - trained in Nature.

The dedication gets you the animal companion feat. If you already have that feat, with this you can get a second animal companion. How that works, though, is you only have one companion with you at a time during encounters, the other is assumed to be close by, foraging for food or something. You can spend 1 minute doing the "Call Companion" activity to swap out which you have with you. So you're never juggling multiples during one combat.

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SoulknifeFan420 wrote:
What level is Verdant Seed?

I can't find any ability called "Verdant Seed" - I think you're thinking of "Verdant Weapon", which is a level 1 Druid feat, that let's you create a verdant seed which you can transform into a weapon and back to a seed as an action.

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rainzax wrote:

Ok, next question. Let's say I have a character committed to using a Crossbow. Which of the following archetypes would best support that character, either by directly supporting with base abilities / feats that advance crossbow speed / damage, or, indirectly support with base abilities / feats that support ranged combat?

1) Archer
2) Bounty Hunter
3) Poisoner


Right off - Poisoner gives some alchemical abilities, and helps with some melee range attacks, but has nothing that will help a crossbow user.

Bounty Hunter - gives the "Hunt Prey" ability from a ranger, but after that it's tracking and posse things. Not much crossbow help

Archer - almost everything refers to weapons from the "Bow" group, which includes most crossbows. Adding crit effects if your expert trained, profenciency in advanced bows, good stuff. Best is "Crossbow Terror" level 6, which adds +2 damage AND increases the damage die is the crossbow is a simple weapon. "Archer's Aim (8) let's you do a 2 action shot at +2, ignoring concealment and reducing the flat check from hidden. So of the 3, it's no contest.

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rainzax wrote:

If you all will continue to indulge me, I will continue to ask...


The document said "better at Scout exploration activity" (makes sense) as well as vague language about "combining actions" with clever feats. What is being combined? Stride and Seek?

The "Scout" archetype? The dedication give's you the rangers feat "Scout's Warning", and improves the parties iniative when you're scouting.

After that -
Scout's Charge (4) - 2 actions to Stride, Feint (using stealth}, and strike
Terrain scout (4) - Get the Terrain Stalker feat twice, and if the party is 'following the expert' they get some of the feat's benefit
Fleeting Shadow (6) - 2 actions to Hide, Then Stealth twice
Scouts Speed (6) - +10 to your speed, +20 for overland travel
Scout's Pounce (10) - if you're hidden from your target. 2 actions to stride and strike twice, with the target flatfooted

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Joe Hex wrote:
Haven't heard anything about the Herbalist archetype. What does it?

The dedication gives you the ability to create alchemical items with the healing trait, (plus antitoxin and antiplague), like an alchemist but with only half the daily reagents. It also lets you craft these things using nature instead of crafting. There's level limitations though.

Later feats give you bonuses when using natural medicine, and let you use native plants to add bonuses on top of your elixirs.

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Selkor wrote:
Ezekieru wrote:
Selkor wrote:
Are there any new Rituals that have been added in the APG?
New as in "never before in Pathfinder" new, or just Ritual spells in general for this book? 'Cause there's 13 ritual spells. I haven't played PF1E, so I couldn't tell you what is or isn't brand new.

Yeah new rituals that have been added in this book the Advanced Players Guide.

Edit: I was just wondering what rituals were added in addition to what was already given in the Core book, especially since I thought I heard there was a Ritualist Archetype.

13 rituals in the APG - Heartbond, Reincarnate, Unseen Custodians,Rest Eternal, simaculum, Astral Projection, Heroes Feast,Ward Domain, Teleportation Circle, Word of Recall, Create Demiplane, Clone, Fantastic Facade.

And there is a Ritualist archetype - don't need to be a spellcaster, just expert in arcana, nature, occultism or religion, and get bonus to ritual casting

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Terevalis Unctio of House Mysti wrote:
At what level can the dragon,slime, and imp be taken?

To get the special familiars, you have to able to give a familiar enough special abilities. The standard for familiars is only 2 abilities, with adding bonus abilites through feats like "Enhanced Familiar"

To get the Spellslime, you need to able to give 4 abilities, 6 for the Fairie dragon, and 8 for the Imp.

So a wizard, or someone taking the "Familiar Master" Archetype, could get the spellslime by level 2. With the archetype, dragon by level 6 and the Imp by level 10. There's likely other methods for adding abilites for familiars (I know witches get more abilities for their familiars, for example)

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rainzax wrote:

What about additional Skill Feat support for those that are pretty bare-bone in CRB, for example:


Arcana remains pretty bare, with no new skill feats.

Nature, however, gets 2. Religion gets 2, and Occultism scores a whopping 4 new skill feats!

Express Rider (1)
Influence Nature (7)

Pilgrims Token (1)
Extort the Faithful (2)

Deceptive Worship (1)
Root Magic (1)
Schooled in Secrets (1)
Disturbing Knowledge (7)

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chellter wrote:
I dunno if it has been discussed but what do the improved familiars look like? I know imps, faerie dragons and spell slimes were introduced can someone post about one of them? Like do they get special abilities?

The fairie dragon is a tiny, flying, talking dragon, and you want more? How about a once an hour breathe weapon of stupifying gas?

An imp has what you'd expect - is a good at lying and resists fire and poison. And can turn invisible as well as offer infernal pacts (get a reroll in the next hour - but if you die in that hour, soul goes to hell!). Be aware, unless you've went for the Familiar Master archetype, it's gonna be pretty hard to get his guy.

Spellslimes, despite the name, cast no spells, instead coming from spellcasting residue. But they've got more hit points, immune to criticals, heal when you refocus, and can sense magic nearby.

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This is cool - but what I'd like as a player handout is the issue before this.

Articles with a hint of missing people, ads for newly opened attractions, profiles of prominent business people. Fluff pieces about the Radiant Festival as teasers for the players to discover.

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Selkor wrote:
Any information on the Familiar Master Archetype would be appreciated, especially if you think it would mesh well with an Alchemist. Thanks for giving us all this preview!

The biggest selling point of this archetype, is it's pretty much the only way most characters can get a fairie dragon or Imp familiar.

Otherwise, it's good for getting a familiar or boosting an existing one to have abilities to choose from, extend the range of spells, and even help the rest of the party a bit. It's just slightly more useful for a spell caster then an alchemist, but that's on feat choices.

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Curaigh wrote:
Do oracles have any special advantage for following a dieity or is there a particular cleric/champion option that I should look at for this?

While Oracles cast divine magic -

"An Oracles wields divine power, but not from a single divine being" and "This is the Oracle's Mystery, a source of divine magic not beholden to any diety".

No Oracle abilities directly connect or mention worshipping a diety or grant access to any domain abilites of a diety.

So you can choose the "battle" mystery, say you worship Gorum, but you don't gain any of Gorum's domain abilities, as an example.

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Cruel Illusion wrote:
Which of the new ancestries/heritages can have natural weapons?

How about this - of the new heritages/ancestries, only the Aaasimer and Duskwalker do not have an option for natural weapons.

All the others vary between it being part of the heritage choice, or a 1st level feat, and all are either 1d6 or 1d4.

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Skarlit Begonia wrote:

For some reason I've got my mind set on a Champion with the Vigilante archetype. Would that work as the archetype is set up? That is, are the Vigilante's dual identities set up in a way that would create an alignment issue for the Champion?

Also, would it be a good fit, just in terms of abilities, for a melee champion?

Vigilante gives you 2 identities, each with their own name, alignment, and abilities. The alignment of each must be within one step of the other.

The important part of what you're asking though - "you are eligible for abilities that require a certain alignment (such as a cleric's deity) only if both your identities qualify." So both identities need to be the same to get your Champion abilities, it seems.

As for a good fit with a melee character - the vigilantes abilities are mostly aimed at making the social identity disguised, and only a few vigilante feats help in combat, and only add status effects like flat-footed or frightened for a turn.

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Edgewatch Guards are kinda being painted as the best and brightest, recruited from the other precincts. I guess they have better training, at least in non-lethal attacks, then some of the guards still in their home precincts. And from the sounds of it, there are serious consequences if an edgewatch guard starts killing people (at least, there better be).

After all, I wouldn't expect the corrupt guards working in the puddles to be too concerned about not killing, and at least some of the guards at the various gates likely have to deal with outside monster forces getting too close to the city.

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Rysky wrote:
Moximus wrote:

Non-lethal force, in a fantasy setting where magical healing is available, instead sounds potentially pretty gruesome to me.

Non-lethal sword attacks - sure, they're covered in slashes, deep cuts, an arm is almost hacked off - but they're still alive. Just call in the clerics.

Non-lethal fireball - 3rd degree burns, excruciating pain, but still alive! They can sit there and suffer until a cleric arrives.

I intend to use the non-lethal rule as laid out, but play up how messed up and hurt the victims are, even if though they are still alive, possibly persuading the players to look more for non-combat options if possible.

”Non-lethally” chopping people’s arms off and causing third degree burns is an assumption you’re having with this. In pathfinder Non-lethal means non-lethal.

Non-lethal means non-lethal? Of course, non-lethal doesn't kill the victim. But weapons, spells, every type of attack has some kind of description to go with it - swords do slashing damage, fireballs do fire damage, etc. We can go with the complete abstraction of Hit Points, where everyone killed "non-lethally" is perfectly fine after just being unconscious for a bit, or play up the consequences of the attacks. Highlighting the violent consequences might make players less eager to commit it.

And, yes, I admit I probably wouldn't go has far as hacked off arms and third degree burns. But shallow cuts and singed, definitely

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Pathfinder Rulebook Subscriber

Non-lethal force, in a fantasy setting where magical healing is available, instead sounds potentially pretty gruesome to me.

Non-lethal sword attacks - sure, they're covered in slashes, deep cuts, an arm is almost hacked off - but they're still alive. Just call in the clerics.

Non-lethal fireball - 3rd degree burns, excruciating pain, but still alive! They can sit there and suffer until a cleric arrives.

I intend to use the non-lethal rule as laid out, but play up how messed up and hurt the victims are, even if though they are still alive, possibly persuading the players to look more for non-combat options if possible.

Full Name

Rorie Halstein




Monk 3 (favored class)




Medium 4' 3" 192 lbs



Special Abilities

He has the power... to move you.


Lawful Good


Erastil (God of farming and hunting)


On a red mountain next to another beach


Common, Dwarven


Adventurer (Formerly a farmer)

About Rorie Halstein

HP: 30 = 3d8 [+6 Con], [+3 Favored Class], [+3 Toughness]
Current HP: 24

Init: +3 = Dex(2) + Sasha Training(1)

Speed: 20 ft./x4; 30ft./x4 when unencumbered

Str 17 (+3), Dex 14 (+2), Con 15 (+2), Int 8 (-1), Wis 16 (+3), Cha 5 (-3)

Experience: 3352

Favored Class Bonuses:
1st: HP
2nd: HP
3rd: HP

AC 17 (21 vs Giant Subtype) = +10 base, +3 Wis, +3 Dex, +1 Dodge Feat, (+4 Dodge Racial)
Touch 17, Flat-Footed 13

Combat Maneuver Defense (CMD) +20 (+24 vs Trip or Bullrush while on the ground) = +10 base, +2 BAB, +2 Dex, +3 Str, +3 Wis, (+4 Racial)

+2 racial bonus against poison, spells, and spell-like abilities
+1 will saves against compulsion (Aerys poem)
+2 bonus against enchantment spells and effects

Fort +5 = +3 base, + 2 Con
Ref +5 = +3 base, + 2 Dex
Will +6 = +3 base, + 3 Wis

Evasion (Ex)

Base Attack Bonus (BAB): +2
Combat Maneuver Bonus (CMB): +6 = +3 LEVEL, +3 Str

Basic Melee Attack: +5 = +2 BAB, +3 Str
Basic Ranged Attack: +4 = +2 BAB, +2 Dex


+1 during surprise round (Trait)
+1 if enemy has orc or goblinoid subtype (Racial)
+1 on Attacks of Opportunity using Unarmed Strikes (Trait)

Unarmed Strike
Attack: +5 Damage: 1d6+3 Crit: 20/X2

Attack: [dice] 1d20 + 5 [dice]
Damage: [dice] 1d6 + 3 [dice]

Flurry of Blows (Unarmed Strike)(Ex)
Attack: +4/+4 Damage: 1d6+3/1d6+3 Crit: 20/X2

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d6 + 3 [dice]

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d6 + 3 [dice]

Attack: +4 Damage: 1d2+3 Crit: 20/X2
Range Increment (Max x5): 10ft

Attack: [dice] 1d20 + 4 [dice]
Damage: [dice] 1d2 + 3 [dice]

Flurry of Blows (Shuriken)(Ex)
Attack: +3/+3 Damage: 1d2+3/1d2+3 Crit: 20/X2
Range Increment (Max x5): 10ft

Attack: [dice] 1d20 + 3 [dice]
Damage: [dice] 1d2 + 3 [dice]

Attack: [dice] 1d20 + 3 [dice]
Damage: [dice] 1d2 + 3 [dice]

Stunning Fist (Ex)
You must declare that you are using this feat before you make your attack roll (thus, a failed attack roll ruins the attempt). Stunning Fist forces a foe damaged by your unarmed attack to make a Fortitude saving throw (DC 10 + 1/2 your character level + your Wis modifier), in addition to dealing damage normally. A defender who fails this saving throw is stunned for 1 round (until just before your next turn). A stunned character can't take actions, loses any Dexterity bonus to AC, and takes a –2 penalty to AC. You may attempt a stunning attack once per day for every level of monk you have attained (but see Special), and no more than once per round. Constructs, oozes, plants, undead, incorporeal creatures, and creatures immune to critical hits cannot be stunned.

==Combat Tactics==
- Unless specified, Rorie will always attack the target closest to an ally that can't take much damage
- Unless specified, Rorie will always attack using flurry of blows with unarmed strikes, using a 5-foot step if needed
- If he is 10 to 20 feet away, Rorie will usually 5-foot step and flurry with shurukins

Total = Ability Mod. + Skill Rank + Class Skill + Misc

Monk 1: 3/lvl = 4 + -1 Int

-1 (+1) = -1 Int (+2 Gems & Stone)

+8 = +2 Dex, + 3 Rank, +3 Class Skill

+9 = +3 Wis, +3 Rank, +3 Class Skill

Sense Motive
+3 = +3 Wis

+9 = +2 Dex, +3 Rank, +1 Trait, +3 Class Skill

Common, Dwarven

# = weight in pounds

Combat Gear:
(1)Belt Pouch #.5 (On belt) contains:
(10) Shuriken #.5 ea.
Total: 5.5

Other Gear:
Used as a walking stick (in hand, otherwise on ground):
(1)10 ft. Pole #8

potion satchel 2# (holds 15 potions securely w/ handy shoulder strap)
potion of Cure Light Wounds 1#
3 potions of Lesser Restoration 1# each
potion of Water Breathing 1#
potion of Enlarge Person 1#
Total: 8#

Back Pack #2 contains:
(10)Candle #- (Wrapped neatly in a cloth and in an outside pouch so as not to get crushed)
(10)Chalk #- (Wrapped in a cloth and in an outside pouch so as not to get crushed)
(7)Trail Rations #1 ea
(3)Torch #1 ea.
(1)Waterskin #4 (tied to the outside of the backpack)
(2)Sack #.5 ea. (Empty)
(10)Shurikens #.5 ea (Hanging on the outside of the backpack by a thick string running through the center hole of each one)
(2)Caltrops #2 ea.
(1)healer's kit 1#
Total: 27

On Belt:
(1)Waterskin #4
Total: 4

(1)Belt Pouch (On belt) #.5 contains:
(1)Small Steel Mirror #.5
Total: 1

(1)Belt Pouch (On belt) #.5 contains:
(3)Caltrops #2 ea.
Total: 6.5

(1)Belt Pouch (On belt) #.5 contains:
(5)Gold pieces #.02 ea. (1.12)
(5)Silver pieces #.02 ea.(0.1)
(5)Copper Pieces #.02 ea.(0.1)
Total: 1.32

Total Weight Carried = 61.32
Light Load: <86
Medium Load: <173
Heavy Load: <260

At Camp:
(1)Pack Saddle #15 contains:
(7)Feed #10
(1)Hammer #2
(1)Hemp Rope (50ft) #10
(1)Soap #1 used twice Note: In case of orcs or Decoys
(1)Tent #20
(1)Bedroll #5

Total Weight= 123

Bonus Improved Unarmed Strike (Combat): You are considered to be armed even when unarmed—you do not provoke attacks of opportunity when you attack foes while unarmed. Your unarmed strikes can deal lethal or nonlethal damage, at your choice.

Bonus Dodge (Combat): +1 dodge bonus to AC. A condition that makes you lose your Dex bonus to AC also makes you lose the benefits of this feat.

Bonus Deflect Arrows (Combat): Must have at least one hand free (holding nothing) to use this feat. 1/round when you would normally be hit with an attack from a ranged weapon, you may deflect it so that you take no damage from it. You must be aware of the attack and not flat-footed. Attempting to deflect a ranged attack doesn't count as an action. Unusually massive ranged weapons (such as boulders or ballista bolts) and ranged attacks generated by natural attacks or spell effects can't be deflected.

[1st] Toughness: +3 HP, +1 HP per HD over 3.

[2nd] Power Attack: You can choose to take a –1 penalty on all melee attack rolls and combat maneuver checks to gain a +2 bonus on all melee damage rolls. When your base attack bonus reaches +4, and every 4 points thereafter, the penalty increases by –1 and the bonus to damage increases by +2. You must choose to use this feat before making an attack roll, and its effects last until your next turn.

Bullied: You were bullied often as a child, and you are now constantly ready to defend yourself with your fists when an enemy comes near. You gain a +1 trait bonus on attacks of opportunity attack rolls made with unarmed strikes.

Freedom Fighter (Andoran Faction): Your family has long waged war against tyranny, and you learned a great deal about guerrilla warfare in your youth. You gain a +1 trait bonus on Stealth checks and a +1 trait bonus on attack rolls made during the surprise round.

Weapon and Armor Proficiency
Club, crossbow (light or heavy), dagger, handaxe, javelin, kama, nunchaku, quarterstaff, sai, shortspear, short sword, shuriken, siangham, sling, and spears.

Flurry of Blows

Stunning Fist

Evasion (Ex): If a monk makes a successful Reflex saving throw against an attack that normally deals half damage on a successful save, he instead takes no damage. A helpless monk does not gain the benefit of evasion.

Fast Movement (Ex): At 3rd level, a monk gains an enhancement bonus to his land speed, as shown on Table: Monk. A monk in armor or carrying a medium or heavy load loses this extra speed.

Maneuver Training (Ex): At 3rd level, a monk uses his monk level in place of his base attack bonus when calculating his Combat Maneuver Bonus. Base attack bonuses granted from other classes are unaffected and are added normally.

Still Mind (Ex): A monk of 3rd level or higher gains a +2 bonus on saving throws against enchantment spells and effects.

Weapon and Armor Proficiency
Battleaxes, heavy picks, and warhammers, and treat any weapon with the word “dwarven” in its name as a martial weapon.

Darkvision: See in total darkness up to 60 feet. Black and White only

Slow and Steady: No reduced movement from armor or encumbrance

Defensive Training: +4 dodge bonus to AC against monsters of the giant subtype.

Greed: +2 appraise on gems and stone

Hatred: +1 attack vs orc and goblinoid subtypes

Hardy: +2 racial bonus on saving throws against poison, spells, and spell-like abilities.

Stability: +4 racial bonus to Combat Maneuver Defense when resisting a bull rush or trip attempt while standing on the ground

Stonecunning: +2 bonus on Perception checks to potentially notice unusual stonework, such as traps and hidden doors located in stone walls or floors. Receive a check to notice such features whenever they pass within 10 feet of them, whether or not they are actively looking.

Age: 67
Height: 4' 1"
Weight: 160
Hair: Light Red
Eyes: Black

Like most of his race, Rorie is stocky. He is stronger than most Dwarves and has a natural toughness about him. His skin is tanned and his hands calloused from long days working the fields.

When he was younger, Rorie was attacked by a Kobold. The creature got a telling blow in on his face. If not for Lady Cirthana, the local cleric, he would not have survived. He carries a wicked scar as proof and maybe even a warning of his encounter. The scar is jagged and runs down the left side of his face, over his now discolored eye. It is somewhat offputing for most folks to look at.

The clothes he wears are loose so as to not inhibit his movement. He wears a waterskin and a pouch on a belt made of an old piece of rope.

His hair and beard are not braided nor are they ornamented. They are well kept, neatly brushed and combed straight, though there is a touch of waviness to it.

Rorie appears quiet and keeps to himself. When he walks, he keeps his head down, though the observant will notice that his eyes are constantly looking around. From time to time he will look to this side or that, as if he has heard something that no one else has.

Rorie was born into farming. His Mother and Father were farmers, and he was going to be one as well. They lived just outside of Falcon's Hollow. The people there do their best to farm the land and harvest the darkwood and pay their exorbitant taxes.

Rorie liked to go outside of town when he wasn't working. Being a quiet person, he felt a kinship to the quiet babble of the river, and the wind in the trees. It is here that he would meditate, and enjoy the sights and sounds. He would play games with himself, like trying to spot every bird he could, or count all the leaves on a branch before the wind would blow it around.

Like most places, Falcon's Hollow had a few bad apples. Unfortunately Rorie would have run-ins with them rather frequently. One in particular was Payden “Pay Day” Teedum, the overboss of the lumber consortium. He could always find some fault in what Rorie was doing, and Rorie, being a little slow, would always say the wrong thing at the wrong time. He could never match wits with the sheriff, so one day he decided to stop talking all-together. After all, his voice got him into more trouble than it got him out of.

At one point in his childhood, Rorie woke to an empty house. He paced around his home looking for his parents. Neither were to be found. After a few hours, they returned. Bloodied and bruised. They were shocked to see Rorie awake and tried to explain away their injuries and absence. They fumbled for words and eventually admitted what they had been doing. They were undercover freedom fighters for Andoran. The reason they had moved to this village was to be closer to the enemy. For the next several years they taught Rorie the skills needed for guerrilla fighting, and the importance of standing up for those that can't stand for themselves.

One year the crop was very poor. The local Druid had been warning the town of this for years, but what could they do? Thuldrin Kreed, the "mayor" would not suffer a light table and would not hear excuses. So for years the village kept on, until this year, when the crop was terrible.

Rorie's parents sent him off to find work elsewhere in the hopes that the money would help save the farm, and themselves!

For a short time he stayed at a monk's monastery that he found during his travels. He helped them with their farming, and the friendly monks taught him the basics of their ways. Rorie was delighted at this. Having meditated frequently before, he quickly picked up on everything they could teach him in such a short time.

Once he had helped the monks set up their gardens, he sent the money he had earned home with a courier and continued on his way to see more of the world. As he left, the head monk asked Rorie to deliver a manual of exercises and training techniques to a newly formed monastery in Sargova. Morally obligated to do so, Rorie accepted and was on his way.

He traveled west towards the ocean coast. Having found himself in Cheliax, Rorie quickly decided he didn't like the country. Underhanded dealings and evil deeds were everywhere he turned. He boarded the Jenivere in Corentyn to get away from Cheliax and to get himself down south to Sargova and fulfill his last task. He knew this would be a long trip, and he wasn't looking forward to being confined to one area so long...

Having crashed on the island, Rorie has seen the group splitting apart, and is doing his best to come out of his shell and help hold the group together.

Having seen Gothard's battle prowess proven again and again, Rorie has started to quietly admire his bravery and strength.