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Mine was one of the few tables that finished in under 5 hours, if only just. Things I'll say about it;
- In a perfect world I'd run this in a 6 hour slot, with an additional hour beforehand for players to familiarize themselves with their characters.
- My table were all experienced PFS gamers, and I believe that definitely contributed to the faster finish. If you have a table with players who are new to Pathfinder (or even just to the pre-gen classes that are available), I think you will struggle to fit this into 5 hours as an enjoyable experience.
- Part 1 is excellent and the first fight in Part 2 is also very good. Don't be tempted to fast forward the early game to try and get to the later encounters, as in many ways the later encounters are actually the weakest in the scenario. The nightmare creatures can be shut down far too easily (Shohiraj can basically deal with it single-handed without any combat) and the final boss is a debuffer type without the DPS to back it up. This scenario is definitely all about the journey rather than the destination, and should be run with that in mind.
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Kalindlara wrote: Ninjaiguana. wrote: Quick stats note; Nox has Combat Reflexes and Stand Still, but her Dex is 10, and thus she can't qualify for these feats. You may want to re-check the prerequisites. ^_^
(No offense meant; it's a very easy mistake to make.) Wow, I've been playing Pathfinder since it began and I've never noticed that before! I guess it goes to show how rarely I take Combat Reflexes on my characters..
Ignore my previous post, nothing to see here. :)
Quick stats note; Nox has Combat Reflexes and Stand Still, but her Dex is 10, and thus she can't qualify for these feats.
Suggested fix: Transpose Nox's Dex and Cha scores. (This doesn't *quite* make sense with the devil-bound bonuses, but it's the smallest tweak I can see to make her feats legal. With this tweak she's still a 15-point buy, just not on the standard array - working out as 15, 11, 12, 10, 14, 10.)
This changes her stats as follows:
AC 22, touch 11
Ref +3
Ranged throwing axe +6
Spell-Like Abilities (concentration +5)
Dex 13, Cha 10
Intimidate +8
On the revised version, it does appear the magus's weapon is altered in their attack routine, but not in their equipment list. Just a quick heads-up for people running this!
BretI wrote: BigNorseWolf wrote: BretI wrote: How is Caught directing the crocodile without any Handle Animal skill?
I don't think he has much control other than a foe designator without the skill. as a summoned critter it will attack his foes. Which would be the "foe designator" I mentioned. The spell can indicate which creatures are to be treated as foes. I'm willing to hand-wave allowing the designation to change over the course of the battle so that Caught can indicate someone is no longer a foe.
My understanding is that anything past that that should require a Handle Animal check. As a summoned creature, Handle Animal is unnecessary to direct it. If Caught is able to communicate his desires to the crocodile (tricky, since it has no language - but then, we are in the realm of fey tales here..), it will follow his instructions absolutely with no checks required. If it can't understand what he wants, it'll probably keep doing whatever he told it to do last (likely gnawing on people).
Paz wrote: Ninjaiguana. wrote: So technically the Serpent's Rise chronicle sheet is one that is 'earned with a non-1st-level pre-generated character'; can you therefore apply it to a level 1 character under the Guide rules with the reward reduced to 500gp? I don't see any reason why not; it's no different to We Be Goblins Free, for example. I agree - the wording distinctly supports it. I'm mostly checking because I'm a bit paranoid. I can't see a real reason for it not to - no broken rewards or anything. The item you obtain via a boon, so per the rules couldn't get it until 7th anyway.
So technically the Serpent's Rise chronicle sheet is one that is 'earned with a non-1st-level pre-generated character'; can you therefore apply it to a level 1 character under the Guide rules with the reward reduced to 500gp?
if it wants to grapple and maintain the hold on multiple targets, it needs to take the -20 to all of its grapple checks, yes. However, with its grab ability, it can do the following;
'hit target with tentacle, deal damage, grapple (with free grapple check from grab), squeeze like an empty Coke can (i.e. constrict), release (as a free action), take next attack'
multiple times in the same round, to one or more opponents.

Out of my various characters, I only have one who puts the Society first. I don't feel like writing up all 14 of my characters here, so I'll just mention that one, as they're a bit of an unusual case..
Shaderick Havaad, LN male Human Fighter (Cheliax)
1) The Pathfinder Society
2) Killing
3) His companions
4) Self preservation
5) Cheliax
Shaderick is basically a boiling cauldron of rage, kept under very tight control. He loves (and I do mean *loves*) killing things - people, monsters, whatever he can get his hands on. He fights with spiked gauntlets, so that he can make the experience of killing more visceral. He's pretty much a psychopath - and he's aware, on some level, that left to his own devices, he'd swiftly degenerate and end up turning into a serial killer. (The kind that goes on a bloody rampage and gets cut down by a bunch of city watch, not the clever, teasing clue kind.)
His response to this? Make sure that's he's always taking orders from some entity, and follow those orders rigidly. He puts the Society first because they're who he works for, and that's the cornerstone of his identity. If he kills things that are impeding the Society's goals, he's allowed to enjoy it, right?
He's the closest to evil out of any of my PFS characters, so it's kind of ironic he's the only one to put the Society first.

On the common/average/rare difficulty to identify monsters, I tend to have a quick skim of the creature's fluff to see if there's any help there. If a creature's mentioned as being rarely seen on the prime material plane or that only a handful of this creature have ever been seen on Golarion, or something of that nature, I'd make it 15+CR. Also any creatures native to another planet, such as a moonflower.
At the other end of the spectrum, it's good to bear in mind that common creatures of low CR can be identified by any level 1 commoner taking a 10 on their untrained knowledge skill, so I think that's a good benchmark for the sorts of beings we're talking about (at low levels, at least). Joe Farmer says "Skeletons are attacking my farm!", not "Mysterious humanoid beings constructed of white bones are attacking my farm!"
Finally, I'd generally say that I try to hold back on designating creatures as 'rare' without a good reason. If you make a creature rare, it tells the players there's something special about this encounter, and that's a great tool if it's used sparingly. Overuse risks players thinking you're just out to screw them over, and smacks of sloppiness. Common's pretty easy; goblins, skeletons, zombies, kobolds, etc; all those low-level staples. The vast majority of creatures I treat as of normal rarity.

Hi guys. I'm wanting to check that I properly understand the mechanics of tweaking your deck after completed scenarios. So, I've put together an example of play, and would like people with more understanding than me to confirm if I've got it right.
For this example, our volunteer will be Harsk! Say hello, Harsk.
Hark is a totally new character, who's been built using the suggested starting deck from the book. He's just soloed Brigandoom successfully. From that scenario, Harsk has successfully acquired a Sleep spell and a Returning Throwing Axe +1. He's also banished his Potion of Vision. We'll pretend Harsk's acquired no other boons and ignore the scenario reward for the sake of simplicity.
Now that he's beaten the villain, Harsk combined his buried cards, discarded cards, deck and hand together.
He then has to filter his deck back down to 15 cards for the next scenario, using the proportions on his character card (5 blessings, 5 weapons, etc).
Harsk can replace one of his starting Weapons with the Returning Throwing Axe +1, if he wants to. He'll then keep the axe going forward, and the replaced Weapon will go to the box.
Harsk can't keep the Sleep spell, as he has no Spell slots in his deck. The Sleep spell has to be returned to the box.
Harsk's also short an Item, as he used his Potion of Vision during the scenario. If Harsk had acquired other Items during the scenario, he'd have to use one of those to fill the gap in his deck left by the banished potion. As he hasn't, he has to fill the space using an Item drawn from the box, with the restriction that the chosen Item must have the Basic trait.
If a character doesn't put a newly discovered card in his deck at the end of a scenario, it returns to the box, and he loses access to that card in the future. If he later wants that card in his deck, he'll have to find it again during a future scenario.
Now, have I understood all of that correctly?
I'm not saying it's a bad choice, but it's hardly OMGWTFBBQ awesome. As I'm sure you're aware, damage is a decent thing to do, but it's not the best thing to do.
Then, if you're dealing damage, having your mainstay be an indiscriminate spell like fireball is also ok, but there are times when it's hardly ideal.
Finally, you're taking a hit on all your saves compared to a straight wizard - Fort and Ref due to multiclassing, and Will due to crossblooded (even after the stacking bonus from two good Will classes, you still end up 1 point of Will save down).
So yeah. Decent, but nothing to write home about compared to some of the stuff you can pull.
Sure, if you think it's worth it. I mean, you've given up another point of base attack, gained a better Will and worse Fort and Ref saves. In exchange, you get +2 damage on the most common energy type in the game, and you're 1 level behind on your casting. It's alright, but it's hardy optimised.
EDIT: Or I guess you can get the bonus damage on another energy type and use the admixture school power. Acid's probably a better bet.
Tiny Coffee Golem wrote: It creates a dome around the caster. It doesn't push things away from the caster. IMO it would create a bubble around both grapplers. Hmm, yes, this answer can also be correct, depending.
Firstly, remember that a spell effect like this must radiate from a corner of the caster's square.
If the grappler is Medium or smaller, and the chosen corner will include the grappler in the 5-ft radius of the sphere, then Tiny Coffee Golem is correct. Congratulations! You've just bought yourself a one-on-one fight!
If the grappler is Large or larger, or the chosen corner will not include the grappler in the area of effect, then the spell will fail, as some portion of the grappler's body will be interrupting the intended border of the spell effect.
I'd say that the spell would fail if you try to cast it while grappled, and my reasoning is as follows.
- Emergency Force Sphere says it functions 'As Wall of Force, except..'
- One of the caveats in Wall of Force is 'the wall (hemisphere, in the case of this spell, of course) must be continuous and unbroken when it's formed. If its surface is broken by any object or creature, the spell fails.'
- A creature grappling you is an obstacle to a hemisphere of force appearing around you. It's certainly in the way of at least a part of that effect. Ergo, the spell fails.
No. You have given up the abilities that the sash affects for replacement abilities that are unaffected by the sash's powers.

andreww wrote: Ninjaiguana. wrote: On the mage armour front, you should probably either plan to have both it and shield, or just skip both spells entirely. Many of my mage builds (in general not just PFS) utterly ignore AC buffs on the grounds that AC 16 (for instance) isn't much better than AC 12. I'm getting hit either way (especially as my level increases) and I can use my spells for more useful things if I'm not prepping AC-boost magics. That goes double for sorcerers and their limited spells known. Of course, YMMV... ;) At higher level yes. At lower level the difference between 12 and 16 is still fairly significant.
Personally I would always know Mage Armour and use Shield from a wand later on as an emergency buff. Wand Mage Armour will only last an hour so you may well be eating through charges a lot. It's true that at low levels there's more of a difference, but I mostly try not to take hits. I've got a level 3 wizard in PFS with an AC 11 and no AC improving spells and he's done ok so far, for instance. That might be a slightly unequal example, though, as he's got the swift action teleport power of the Teleportation subschool ('shift', I think?), which does wonders for keeping you out of trouble.
On the mage armour front, you should probably either plan to have both it and shield, or just skip both spells entirely. Many of my mage builds (in general not just PFS) utterly ignore AC buffs on the grounds that AC 16 (for instance) isn't much better than AC 12. I'm getting hit either way (especially as my level increases) and I can use my spells for more useful things if I'm not prepping AC-boost magics. That goes double for sorcerers and their limited spells known. Of course, YMMV... ;)

Ipslore the Red wrote: I don't believe you can ever have a numerical bonus higher than 5, GMW or no GMW, so +7 is out.
And bane is very clear that you use the actual bonus, meaning that a temporary GMW spell wouldn't stack.
In fact, you absolutely can have a numbered bonus above +5 on a weapon, as mentioned in the FAQ. Relevant section quoted here;
Weapon Bonuses: Can weapon special abilities (such as bane) or class abilities (such as a paladin's divine bond) allow you to exceed the +5 enhancement bonus limit and the +10 bonus-equivalent limitation?
For the enhancement bonus limitation, it depends on the specific effect or ability that's altering the weapon.
Bane: This allows the weapon to exceed the +5 limit, but only against the designated creature type. For example, a +5 dragon-bane longsword is normally a +5 weapon, but has a +7 enhancement bonus against dragons and deals +2d6 points of damage against dragons.
[Rest of answer cut for relevance - basically bane can take it above +5, but divine bond can't.]
You just can't enchant a weapon to greater than +5 with 'always on' effects.
As for the specific GMW and bane query, I don't know the answer to that one.
Also, to be clear, increasing the 'plus' of the weapon with most effects to +3, +4 or +5 means it breaks the relevant DR, too. Only effects which specify this benefit doesn't apply (such as greater magic weapon) forfeit this improved DR penetration.
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Richard Pett wrote: Yes I do. Oh, right. Sorry, I thought we were still concealing our evil plots. My mistake.
Gentlemen, the time has come!
RELEASE THE BEEEEEEEEEEEEEEEEEEEEEEEEES!!!!!!!!!!!
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Richard Pett wrote: For those playing We be goblins too! (singalong version (nasty)) characters will be provided, other goblins will only be accepted if they meet the silk/pollard/Evans/Harrison cabal's approval, in writing, or those who play the kazoo and eat a madras the night before. Choir practice at 7am sharp, Saturday.
I would like to remind players that bribes are not accepted by the gm the night before.
Mnnnnnnarrrrrrrr!
Pett
I would just like to point out that Mr Pett uses the term 'cabal' loosely in his above post and doesn't mean to imply that several of the Paizocon UK organisers are evil flesh-eating cultists seeking to conquer the world with legions of multi-headed firebreathing bees. Just to pick an example totally at random, I mean.
Jiggy wrote: Well, looks like I must have mis-remembered (or my search fu is weak today). I couldn't find anything backing up my position that "evil outsider" meant "outsider with the evil subtype", so I guess I've gotta change positions now. Good to know!
Also means I've got to start looking really closely at any given effect to see whether or not it specifically mentions subtypes...
Yeah, I agree that careful reading of the wording on any given effect is key.
If you do come across a ruling contradicting my position, please do let me know so I can make the necessary adjustments when I GM!

Jiggy wrote: Pete Pollard wrote: RainyDayNinja wrote: Purplefixer wrote: Any Dev comment as to whether Unholy Blight and such abilities affect a Tiefling Paladin as a 'good outsider' or as a 'good character'? "Good outsider" refers to outsiders with the "Good" subtype, not outsiders who just happen to be good-aligned. From what Justin quoted above regarding alignment subtypes, it would seem to imply that both the outsider's actual alignment and any alignment subtypes would apply.
So a CG Pit Fiend would be affected as a Chaotic, Good, Lawful and Evil outsider by any effect which targeted outsiders of a specific alignment. A LN Tiefling would be affected as a Lawful and Native outsider. And so on.
If there was overlap, I'd say always choose the result that's worst for the outsider - alignment subtypes appear to be a penalty rather than a boon.
But what's that got to do with whether a CL 8 holy smite deals 4d8 or 8d6 damage? I'll see if I can dig up a link, but I recall it being confirmed somewhere that when a spell/effect refers to an "evil outsider" it's referring to subtypes rather than alignments (which in no way conflicts with the cited rule). I'd like to see that link if you can find it, since the wording of alignment subtypes seems to go the other way.
Subtypes say ' Any effect that depends on alignment affects a creature with this subtype as if the creature had a <XXX> alignment, no matter what its alignment actually is. The creature also suffers effects according to its actual alignment.'
So subtypes reference alignment rules for how they work; they're a rider on the creature's actual alignment. This means that if someone has favoured enemy evil outsider, it works on a NE Tiefling, a LE aasimar, and a LN balor equally well. From the way things are worded, I see no reason for anyone to look at ranger favoured enemy, bane weaponry or similar effects and say 'Oh, it must be referring to alignment subtype rather than actual alignment'.
This is relevant to the detecting aasimars and tieflings with detect <alignment> mentioned upthread, too - do you think that works on actual alignment or alignment subtype?
As for the holy smite, my post infers the latter of 8d6 damage, as it's the 'worst result' for the outsider in question.
RainyDayNinja wrote: Purplefixer wrote: Any Dev comment as to whether Unholy Blight and such abilities affect a Tiefling Paladin as a 'good outsider' or as a 'good character'? "Good outsider" refers to outsiders with the "Good" subtype, not outsiders who just happen to be good-aligned. From what Justin quoted above regarding alignment subtypes, it would seem to imply that both the outsider's actual alignment and any alignment subtypes would apply.
So a CG Pit Fiend would be affected as a Chaotic, Good, Lawful and Evil outsider by any effect which targeted outsiders of a specific alignment. A LN Tiefling would be affected as a Lawful and Native outsider. And so on.
If there was overlap, I'd say always choose the result that's worst for the outsider - alignment subtypes appear to be a penalty rather than a boon.

Matthew Morris wrote:
I was actually asking with the GM hat in mind. :-)
When I run ambushes and there's no DC given I usually have the NPCs 'take 10' on stealth to generate the perception DC. Unless they're stealth monkeys, naturally invisible, etc, it generates a moderate DC. If the NPCs can 'take 20' then it allows the heroes to be more likely to be ambushed, while rewarding the 'Sherlock scan' PC for investing in it.
Oh, right, apologies. In that case, my standard is this;
- Normally (If no DC is provided) I have groups of stealthed NPCs take 10 on stealth. Individual or named NPCs I generally have roll. If the NPCs are specifically waiting for the PCs, and have a good idea of when the PCs are going to turn up, and have a prepared position, I let them take 20.
(Way I figure it, Jeff the bandit may be lurking by the road for an easy mark all day [And got the PCs! Bad luck Jeff!], he's not going to be taking 20 on that. A group of Red Mantis who have specific instructions to off the PCs, have been given detailed plans of their route and know they're going to be passing some time in the next few hours, them I'll let take 20.)
Matthew Morris wrote: Aside... can you 'take 20' on stealth if you're not being observed when you do it? i.e. setting up for an ambush? I think this is another area where you may experience table variation.
My personal opinion would be that yes, you can take 20 on stealth if you're settling into a fixed position for the purposes of ambush/guarding, and don't intend to move or perform any other meaningful action once maximum stealth is achieved. Basically, you set up your hide, hunker down, settle your crossbow or whatever and wait. If you start trying to craft a magic item while you wait, or decide you want to do a quick patrol of the area every hour and then return to your little bunker, I'd rule your T20 now invalidated and only give you a regular stealth roll when your ambushee turns up. Obviously I'd warn the player of how I run this before they actually decide whether they want to T20 or not.
1970Zombie wrote: Chris Mortika wrote: 1970Zombie, that's a module, not a scenario.
"Among the Dead" is an example of an intended-for-PFS scenario. Fair enough but it still falls in to the category of a place where a 1st or 2nd level guy might get with a permanent negative level. The 1st level guy will have the rather more pressing problem of being dead, but your point is valid.
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Jiggy wrote: Seth Gipson wrote: Jiggy wrote: That would remove the entire NPC population 3) I dont see a problem with that.
Hoping for a field promotion to the Decemvirate? ;) I'd be intrigued to see the tests new applicants would have to take in order to show they had a 10+ in each stat...
'Alright, applicant! First, lift that weight with no more than average effort! Next, throw these 20 darts at that (AC 10) target, and hit with at least 11 of them! Next, hold your breath for at least 1 minute!'
'Now, recognise each of these holy symbols of major gods with not more than an average effort of memory! Then, find the cup hidden in this room on a quick search! Finally, you can't be ugly!'
'Congratulations, Joe Average! You're in the Pathfinders now!'
To clarify a little; The effect he's talking about is a boon from a PFS chronicle sheet, not any item or existing rules source. It has a duration of greater than 24 hours, but it *does* have a duration, and is not a permanent effect.
brock, no the other one... wrote:
Random thought : could Paizo implement a system where an account that had a free download download of a convention scenario authorised, but had already purchased it, gained that amount in store credit? That way folks could just go ahead and buy the scenarios and prep well in advance, but not be out financially?
The problem with this idea is that PFS Organised Play doesn't exactly make Paizo money at the moment. Something which makes PFS more costly for Paizo isn't something that's likely to happen. (And store credit is a cost to Paizo just as much as 'real' money is, make no mistake about that.)

DigitalMage wrote: Re scenarios for GMs, there was tell of these getting added to our downloads (a very kind offer). If this is true when is it likely to happen? I ask because I usually need a week or two to read through the scenario twice and create rules booklets (for feat, class and spell lookups).
In addition for PaizoCon UK, my running one scenario will allow me to level up a PC of mine so I want the chronicle sheet to be able to do that in advance.
If getting the scenarios added to Downloads is not going to happen soon I will buy the scenario - so no worries either way, I just wanted to check on timings.
Cheers!
I believe that the plan is still for GMs to get the scenarios in advance. I don't think we were able to request these from Paizo until we had confirmed our final GM roster, which did only happen this weekend. So if I understand things correctly, the request has been sent, and it's going to take time to process.
Dave and Rob know more about this though, so it may be one of them will swoop in here and correct me.

Paz wrote: Pete: Many thanks for taking on this huge task! I've just checked my information and it was all correct already.
Are GMs likely to get advance notice of what subtier we'll be running, especially for the special? While I'm happy to prepare for every tier (as I did at UK Games Expo and Crisypcon), players are likely to get the best game possible if I can concentrate on one (or two).
I'm afraid the best answer I can give to you is 'if possible.' As I mentioned upthread, we're still short on player levels for a considerable number of people, and this is even more pronounced for the special. On a number of tables, we simply don't know what the sub-tier is going to be yet.
We're also going to go through at least one more draft before we sign off on the tables as confirmed. We're planning to have another draft done by the end of the month, though I suspect the final draft may have to allow a little longer to give those people who are dragging their feet a chance to sign up.
As a GM I know how helpful foreknowledge of the sub-tier is in terms of preparation, and we will absolutely provide this information to all our GMs when (and if) we have it.

FallofCamelot wrote: The thing is that many people like to choose the character they play at the table dependent on who is at the table, what they feel like playing at the time and what type of character the other players are playing.
Case in point you could have a table of the following:
Fighter 2
Rogue 3
Wizard 2
Cleric 4
Gunslinger 1
Cleric 2
But that tells you nothing other than class and level. That could be a highly dysfunctional group depending on what choices players have made in both roleplaying and mechanics. I have characters that I only play if people are cool with them. I have a Paladin, Oracle and Cavalier all of whom I wouldn't play at certain tables dependent on what the makeup of the table is.
I prefer to sit at a table and then decide what I am playing for the most part. OK on 5-9's and 7-11's that's a bit more difficult but for a 1-5 I have half a dozen choices and I'd rather decide what I fancy playing on the day than set my choices in stone a month early.
That said I will set my choices now but I honestly would prefer to just decide on the day and I reckon that's why you are not getting a response here.
In terms of making decisions based on class, I think you're absolutely right - the class/role of a character isn't good for anything more than a very rough judgement. I know I'm not tabling people going 'oh, a cleric, they'll be good for buffing and such.' I'm thinking 'oh, a cleric. They will be able to activate healing wands, probably. Should try to have someone with that capability on each table, if we can.'
I disagree in terms of the level. We want to try and avoid people needing to play up or down as much as possible. People mostly don't have fun playing down, because they feel like they're getting ripped off. And while some people enjoy playing up, others don't, and they shouldn't be made to do so if there's another option. It's more pronounced at lower levels, of course - a level 1 playing Tier 4-5, especially in season 4, is unlikely to have a positive mod experience.
So I'm trying to table people to fall inside subtiers as much as I can. As to which character you actually play when you sit down, that's up to you. We want to use the details on Warhorn to help people have a smooth experience, not to straitjacket them. If you want to play a different character when you actually reach the table, please do. I'd just ask that, if possible, the new character be sub-tier appropriate.
terry_t_uk wrote: Typical - give Pete a rank and he thinks he's Major Maldris :-) What's that, Terry? You want your tables to have all the other players using Str 5 halfling monks? Can do!
terry_t_uk wrote: All done, my awesome VL - we look forward to basking in your brilliance at Paizocon Oh, alright then, no halfling monks just yet.
;)

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Hi everyone! With just four weeks to go, we've been hard at work drafting table allocations for the various slots, and our first ultra-secret draft is now completed. Obviously it's going to keep changing right up to the actual weekend as more people sign up, but we at least have a good idea where we're going.
Why am I telling you this, you ask? Because in our drafting, we've noticed that a considerable number of people still haven't provided us with a character role and level for their slots. I really can't stress how vital this information is to us, especially for the Special event, where the tiers are very tight.
So please, if you haven't done this yet, log into Warhorn and update your details. It only takes a minute, and it'd be an immense help - not only to us, the organisers, but to all your fellow players. The more players that give us this information, the easier it is for us to provide an appropriately balanced and tiered table for each and every character to play at.
Thanks for reading, and I look forward to seeing you all at Paizocon UK!

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I believe there is a throw-away mention (possibly in the old version of the campaign setting?) to the effect that Geb's 'mustard gas' attack on Nex's capital forced Nex to retreat into the Refuge of Nex to escape death.
This gambit succeeded, but Nex then discovered there was no way to get out of the Refuge! With his apprentices dead in Geb's attack, there was nobody left with the knowledge, ability and inclination to try and free Nex from his pocket plane, and he remains there to this day.
Now if only I could actually find the citation on that..I know I've read it!
EDIT: Found what I was thinking of, but a lot of what I've listed above is inference rather than cold hard fact - clearly time has distorted my memory. The references are;
'...Nex vanished after a disastrous Gebbite attack bathed his capital in a cloying, poisonous fog..'
'...the fabled Refuge of Nex, an unpredictable demiplane that offers escape without the opportunity of return..'
'...Thousands of explorers, refugees and thieves have become trapped in the Refuge over the centuries, not the least of whom being Nex himself.'
That's all from the Pathfinder Campaign Setting, from the section on Nex and on Quantium, and may be in the Inner Sea World Guide too - not double-checked.
So yeah, it's pretty clear he fled into the Refuge to escape the fog, and even his mighty powers haven't enabled him to escape it. Yet.
Now Old Mage Jatembe and his Ten Magic Warriors on the other hand, are a complete mystery! As well as sounding like a Saturday morning cartoon, Jatembe and his Magic Warriors must have been awesome, and I would punch a dolphin for more details on those guys.
Sorry to raise this threat from the reaches of tiiiiime, but I noticed an error on the chronicle sheet. In the adventure, it mentions the quill in area 4 functions as a pearl of power (1st) at Tier 7-8, and a pearl of power (3rd) at Tier 10-11, but in the chronicle sheet, the loot lists only a pearl of power (2nd) at Tier 7-8, with no advance on that at Tier 10-11. Shouldn't it be a 1st level pearl at the low tier, and a 3rd at the high?
(I admit it makes little difference in the long run - players likely have the prestige to acquire pearls of 1st, 2nd or 3rd level as standard purchases by this point - but it does seem to be an error.)
Many thanks for the well-wishes, guys! :)
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Well, PaizoCon UK 2011 has rather whet my appetite for organising..I'd certainly be up for helping get things together next time as well. ^_^

KissMeDarkly wrote: Ninjaiguana wrote: FOLLOWSTONE
Aura faint divination, strong conjuration; CL 13th
Slot –; Price 7,000 gp; Weight 1 lb.
I've got to say the price is off. I figure this:
DETECT MAGIC 1000
TELEPORT, GRTR 3150
NO SLOT USE X 2
---------------------
PRICE 8,300 GP
Plus I'm not sure if MY pricing is right. 'Cause it allows you to think the command. You may need to apply the meta-magic feat Silent Spell to the mix.
The followstone's ability to be used by anyone might cause me to raise it's price. I'd put it in the interesting, but I don't think I want to use it pile. The pricing was interesting because it isn't a slotted item, it's a use-activated item. So it's priced in the same way as a potion of cure light wounds for the teleportation effect; you have to be holding it, taking up one hand, to activate it. I left the cost of the detect magic at 1,000, since while it's continuous, it's got a very narrow application compared to detect magic. Then I added about 1,500 for the immediate action thing. Maybe that should have been more, but it has such a specific use that I decided to lowball it. One of the reasons I didn't submit it was that I was very shaky on the cost. In my experience, even at 7,000, I'm not sure the D&D players I know would go for it, but I don't know how well that translates to the wider community. YMMV, and all that.
Basically;
1 use greater teleport, use-activated: 4,550
Detect magic, specific use, continous if held; 1,000
Arbitrary price increase for immediate action, specificity of item, etc.; 1,450 (gets us to a nice round number)
(You may add the line 'Surprising the smug wizard seconds after he thinks he's made a perfect escape; Priceless' at your discretion.)
Paul Watson wrote: Signed up for one a day, all as a player:
Thursday: The Hydra's Fang Incident (2pm)
Friday: The Frozen Fingers of Midnight (2pm)
Saturday: The Silent Tide (9am)
Sunday: Murder on the Silken Caravan (9am)
See ya there.
Exactly the same slots here :)
As far as the prismatic sphere trick goes, while the spell is cast centered on you, it doesn't move with you. So Karzoug could time stop, fly above the party, cast prismatic sphere and then move away, still allowing the neat reverse gravity trick.
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