Hi folks. Not sure if this is of interest to anyone (or if it's already being done), but I thought I'd share my index of Pathfinder Minis & Pawns (mostly pawns) in the hope that others will add any products they own so we can expand the index. I've posted the file to my dropbox and it can be accessed here: https://www.dropbox.com/s/693kw3zrlhl2i3u/Pathfinder%20Minis%20Master%20-%2 0Jan-02-2018.xls?dl=0 Anyone who wants to add an additional product please send the updated index file to fenris_wolff@hotmail.com and I'll then update the master file. Hopefully we can flesh this out to cover all the Pathfinder products.
I'm running the Second Darkness adventure path and in module #2 the party recovers a significant quantity (50+ lbs.) of noqual skymetal. A sidebar in the module states that it's worth 50 gp per pound. The question is how much skymetal is required to make weapons, armour, and shields? The sidebar also lists the Item Cost Modifier for crafting items but it's in thousands of GP and doesn't appear to relate to the weight of the noqual (i.e., light armor has a cost of +4000 gp which if based on 50 gp per pound would be 80 lbs worth of noqual--there isn't even that much noqual to be found in the entire adventure!). Is there a rule somewhere that spells out how much skymetal is required to craft items? Or does anyone have a rule of thumb?
Under the core rules for Negative Levels and Energy Drains it states: A creature with temporary negative levels receives a new saving throw to remove the negative level each day. The DC of this save is the same as the effect that caused the negative levels. But under the Energy Drain Universal rules it states: If a negative level is not removed before 24 hours have passed, the affected creature must attempt a Fortitude save... On a success, the negative level goes away with no harm to the creature. On a failure, the negative level becomes permanent. So which is it? We just had a couple characters gain negative levels from a wight attack and need to know if they get to save every day until they pass or if after 24 hours and a failed save it becomes permanent. p.s., This may have already been discussed elsewhere but I couldn't find a thread on point to this particular question.
The alchemy crafting kit has the wrong weight listed. The 1st printing of Ultimate Equipment lists it as 50 lbs but the 2nd printing corrects it to 5 lbs. The PRD references it as 50 lbs. https://pcgenorg.atlassian.net/browse/DATA-3010?page=com.atlassian.jira.plu gin.system.issuetabpanels%3Aall-tabpanel
How is the name "Chmetugo" (the shadow demon) pronounced? As an aside, Chmetugo ("the Smokerake") gets a mention on page 31 of Demons Revisited. Also, did Avery Slyeg go to Devil's Elbow himself or did he just send an expedition? Originally I assumed he went himself but after carefully reading the text it isn't clear and could be interpreted that he sent an expedition (who were all slain by the drow on the night of their arrival) to recover the skymetal for him. It's not clear if Slyeg is alive or dead at the end of the module.
Typo here ("duration" should be "DC") Multiple Doses of Poison Unlike other afflictions, multiple doses of the same poison "stack," meaning that successive doses combine to increase the poison's DC and duration. Making your initial saving throw against a poison means stacking does not occur—the poison did not affect you and any later doses are treated independently. Likewise, if a poison has been cured or run its course (by you either making the saves or outlasting the poison's duration), stacking does not occur. However, if there is still poison active in you when you are attacked with that type of poison again, and you fail your initial save against the new dose, the doses stack. This has two effects, which last until the poisons run their course. Increased Duration: Increase the duration of the poison by 1/2 the amount listed in its frequency entry. Increased DC: Increase the poison's "duration" by +2.
Experienced DM looking to start up a new Pathfinder campaign in the Mississauga area. Looking to play once a week, either weeknights of weekends. Players of any experience are welcome. Looking to run one of the Adventure Paths. Just starting out so no players as yet but feel free to invite your friends. You can contact me at: wolfe.jon@gmail.com
I'm confused by this: Mythic Lich: Spell Resistance (Su): A mythic lich gains spell resistance equal to 11 + the base lich's CR (before adding the lich's mythic rank to its SR from the mythic subtype). Mythic Subtype: Spell Resistance: If the creature has spell resistance, add its mythic rank to its spell resistance. So let's say we're talking about a base lich with a CR of 20 and a mythic rank of 10. The mythic lich template means it has SR 31 (CR 20 + 11). But what about the part in brackets? Is that saying that you then add the mythic subtype for a total of SR 41 (SR 31 + 10 MR)?
The answer is in the FAQ, currently found here: http://paizo.com/paizo/faq/v5748nruor1fm#v5748eaic9nad Hit Points: What creatures get max hit points for their first level or first Hit Die? What creatures get favored class bonuses to hit points or skills? Creatures whose first Hit Die is from a PC-appropriate character class gain max hit points for that Hit Die. The current list of PC-appropriate character classes is alchemist, arcanist, barbarian, bard, bloodrager, brawler, cavalier, cleric, druid, fighter, gunslinger, hunter, investigator, inquisitor, magus, monk, oracle, paladin, ranger, rogue, shaman, skald, slayer, sorcerer, summoner, swashbuckler, warpriest, witch, and wizard (including archetypes, subclasses, and other variants of these classes). Creatures whose first Hit Die is from an NPC class (adept, aristocrat, commoner, expert, warrior) or from a racial Hit Die (such as most monsters) do not get maximum hit points for that Hit Die. All creatures with class levels (including those with levels in an NPC class or monsters with class levels) may select a favored class and gain the normal favored class benefits. Creatures never gain favored class benefits for racial Hit Dice. For example, a human warrior 1 could select "warrior" as his favored class and take either the bonus hit point or skill rank for taking a level in that class. A normal bugbear with 3 racial Hit Dice and no class levels has no favored class and no favored class bonuses, but if that bugbear gained a level in rogue, he could choose "rogue" as his favored class and take either the bonus hit point or skill rank for taking a level in that class.
I looked for an errata thread for Half-Dead City but couldn't find one so I'm posting this question here. In the statblock for Wati (PF #79, p. 63), it lists "sacred site" as one of Wati's settlement qualities. However sacred site isn't one of the listed qualities in the Game Mastery Guide. My guess is that it's meant to be "holy site" for the temple of Pharasma but this quality increases the spell casting level of the settlement by +2. Wati's spell casting level is 7th (base 6th + 1 for the pious quality) so either sacred site isn't holy site or Wati's spell casting level should be 9th. Thoughts?
Yeah, except it doesn't give him a spotlight. Everyone at the table is like, "Ho hum, another trap he automatically finds and disables." And as a result, we don't even bother with traps because there's no sense of danger anymore. Thanks for those who are trying to say there isn't a problem (feel free to move on to another thread) but there is and that's what I'm seeking advice on. This isn't about the Uber-Trapfinder feeling awesome in his field. It's about making traps relevant to the game again. Best idea so far is the one about traps triggering something that opens up the path and being exposed to the danger is what's required to proceed. I like that.
I have a PC trapfinder in our game who is an "Uber-Trapfinder", as in his base modifiers are above +30 for both Perception and Disable Device, he has the Trap Spotter rogue talent(so can auto search for traps within 10 feet), and he has the Master Explorer ability (from the Pathfinder Delver prestige class) that allows him to take 10 on Disable Device checks (so he's effectively +40 right off the bat). Granted, we're in a high level campaign but traps have become a complete waste of time and I don't bother designing or wasting any time on them at all anymore since the Uber-Trapfinder can pretty much auto detect and auto disable them as a matter of course. I'm not looking for ways to nerf his abilities (since he did pay for them) but rather ways to make traps useful and/or a threat at least some of the time (even if I need to use alternative trap rules or Rule Zero to make them a factor). Again, I can live with a lot of traps being found and disabled automatically but every once in a while it would be nice to have a trap that could actually have an impact in the game. Any suggestions?
I can't find descriptions of the following mythic powers from Mythic Adventures. If anyone knows where they can be found, please advise. Thanks! 1) Disorienting Pounce (Owlbear, MA p. 213) 2) Entrap (Ice Devil, MA p. 186; functionally it's explained elsewhere but how does the Ice Devil manifest this power?) 3) Sooty Flame (Red Dragon, MA p. 190) 4) Smother (Water Elemental, MA p. 196)
Is it permitted to create a spreadsheet for all Pathfinder products that lists the classes/NPCs found in each and share it on this forum? i.e., create a reference tool for people to quickly locate NPCs for use in their game. E.g., Joe Kool, human fighter 5, Medium humanoid, CR 4, source I'm not talking about recreating stat blocks, listing feats, spells, etc. Just the basics.
I just bought some plastic sheet protectors from Staples that fit 2 cards per page and you can double up front to back to fit 4 per page. They have flaps on top that I didn't think I'd like but they actually help keep everything secure and orderly. They're called Martha Stewart Home Office with Avery secure-top sheet protectors, 8.5" x 11" (but they're actually 2 pockets of half that size), item code #14521. They're hole-punched so you can put them in a binder. I paid $3.99 (Canadian) for a 10-pack at Staples and that will hold 2 sets of maps. You can also get them in 5-packs. I really like this product because I can see all my map cards easily simply by flipping through a binder. If I stored them in boxes I would never know what I have. If you go here and type in #14521 it will take you to them: http://www.avery.ca
Dekalinder wrote: Stunning assault is equivalent to any of the many save or suck spell that wizard or sorc have. The main difference is that said wizard can do it at most 3 or 4 times per day, while you can use stunning assault 5 or more times per round all day long. It's like giving sorc or wiz infinite level 5 slots. You just don't do that, not even at level 16. +1 Bingo Also, a CR 16 monster has an average save modifier of +14 or +19 (and a CR 16 NPC with class levels will be much lower, either +5 or +10 base saves) so passing potentially multiple saves EVERY ROUND is unlikely. And again, once you fail once you drop any weapons you might have so that makes you even less effective in the rounds that you may actually pass. I've read the replies but I haven't seen anything convincing. I agree that the concept isn't entirely flawed but the implementation leaves much to be desired. This is just too obviously a MUST HAVE feat for any melee combatant that meets the pre-reqs and that's the sign of a broken feat. IMO it should have some kind of limits on it because having the opportunity to stun (one of the most powerful effects in the game) on EVERY attack, EVERY round, all day long is way over the top. Somewhere between a monk's stunning fist ability and the Stunning Assault feat as currently written would be more appropriate. I think Stunning Critical is closer to the mark because for that at least you need to score a critical hit.
How is this feat not broken?!? For a -5 penalty everyone one of your melee attacks has the chance to stun an opponent with a Fort save equal to 10 + your BAB. So for a minimum qualifying user that means a DC 26 Fort save every time an opponent gets hit. Then look at the effects of being stunned. No actions for 1 round and drop everything in your hands. So even if you save next round you're weaponless and have to rearm. Plus stun is one of the hardest conditions to get rid of. This feat is so broken. Every combatant with a +16 BAB and Power Attack should be taking this, including monsters. And that's how you know the feat is broken!
Was the Undercity originally supposed to be directly under the southern half of the upper city map? If you look at the bridge (I-J) on the Undercity map and compare to the Q-R areas on the upper city map, it's a perfect fit. Even the placement of the little unnumbered rock to the north matches both maps. What gives? Was this changed later?
To clarify... The question is not about special armor qualities that count as a "+" to the weapon's cost (i.e., a +1 weapon counts as +3 with the bane quality). The question is whether adding special qualities that purely cost additional GP (e.g., +3000 GP) have any limits and/or whether adding multiples increases the costs (like the normal rules for adding magic abilities to an existing magic item).
Here's an interesting question that the rules don't appear to contemplate: Let's say you use an immediate/swift action on your turn. Then, before your next turn, you want to use an immediate action. Can you? The rules say that if you use an immediate action when it isn't your turn (i.e., after your turn) you cannot use ANOTHER immediate/swift action until after your next turn. That seems to indicate that you CAN use an immediate action on your turn, use another one after your turn (but before your next turn), but then cannot use one again until AFTER your next turn. Is this right?
In addition to your queries, the text for the Wind Effects refers to a Fort save being required but the table makes no reference to this (the only references are to Str and Fly checks to avoid being checked or blown away). I think they must have missed something because I'm pretty sure the 3.5 DMG had a Fort save DC column to avoid having to make any other checks.
Don't think so. Litany of Escape has a somatic component and you can't cast spells with a somatic component while in a grapple. Swift action spells only remove any AoO, they don't remove the need for somatic components. Grappling or Pinned: The only spells you can cast while grappling or pinned are those without somatic components and whose material components (if any) you have in hand. Even so, you must make a concentration check (DC 10 + the grappler's CMB + the level of the spell you're casting) or lose the spell.
How does tripping help? i.e., if he trips the PC then he's still within 10 feet so on the PC's turn he stands up (move action) and is ready to Step Up again (since that's an immediate action). If he trips the PC (standard action) and then moves, he's burned his action doing that so he's no better off. And the PC can just double move to get up and move closer again. The BBEG is a tripping/disarming machine so that's an option. He has summoned minions but this question is more for when the minions are gone.
I have a Medium-sized BBEG who wields a longspear. In the first encounter with the PCs they were able to thwart him via the Step Up feat that one of them had. This proved to be a big problem because the one PC simply kept stepping up and that prevented the BBEG from attacking him. Can someone suggest some effective countermeasures? (tactics, spells, feats, etc.) I thought there was a feat that allowed you to shorten up on the weapon to attack at a penalty but that must have been 3.5.
Say you are attacked and get poisoned by a spider on its turn. You immediately make a Fort save to resist the poison. If the poison has a duration, do you make subsequent saves on the spider's initiative or your own? If you save on your own turn, does that mean you can be affected twice in the same round by the poison? (i.e., if the spider acts first in the round you save on its initiative and then on your own) If you save on the spider's turn, how does that work if the spider hit you with an Attack of Opportunity? (i.e., not on its initiative count)
Two questions come to mind when using this monster's Spectral Strangulation ability: 1) What is the range of this ability? This is its primary attack form but the text only says the creature needs to be on the "same plane" to use it. The creature has lifesense so the maximum range would be 60 feet but what's the minimum? I'm using Close range as per magic spells. 2) If a target fails the initial Spectral Strangulation Will save but passes the second Fort save, the text says "the victim acts as if affected by a fear spell for 1d4 rounds." Does that mean panicked for 1d4 rounds or does that mean make a Will save with failure meaning panicked and success meaning shaken?
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So, this has come up multiple times in the past, ultimately leading to an official FAQ that partially did not actually answer the main question, FOUND HERE, as well as I'm certain many others on the or similar topics. The FAQ itself is FOUND HERE FAQ wrote:
Like most FAQs, the underlying point is that the ruling or clarification is only speaking about the specific example that it details, which in this case is the Unchained Rogue's Finesse Training. What it states is that the Unchained Rogue, and specifically the Finesse Training ability that allows them to utilize Dexterity for Damage with certain weapons instead of their Strength is essentially treated just like Strength would be in regards to fighting with a two-handed weapon or an "off-handed" weapon. How does this work for anyone else that is not specifically an Unchained Rogue and somehow gets the ability to use Dexterity, (or any other Ability Score) in place of Strength, when they wield a suitable two-handed weapon, for instance an Elven Curve Blade or Aldori Dueling Sword? The normal, "general" rule, as far as I know, is that when you replace an Ability Score/Modifier for another, the aspects that normally only apply to the original Ability Score do not apply to the new one. So, for instance, if there where an ability to use Wisdom for Damage instead of Strength, one would not benefit from Wisdom modifier x1.5 for using a two-handed weapon as Strength does. PRD wrote:
The Unchained Rogue Class Feature is an exception. To complicate matters, (or in all reality, likely the main corner case), might be: Deft Strike, Paths of Prestige wrote: An Aldori swordlord can add his Dexterity bonus (if any) on damage rolls made with an Aldori dueling sword instead of his Strength bonus. This bonus on damage rolls applies whether the swordlord is wielding an Aldori dueling sword one-handed or twohanded, though the swordlord does not apply 1-1/2 times his Dexterity bonus on damage rolls while fighting two-handed. An Aldori swordlord cannot use this ability if he is wielding a shield or an off-hand weapon, including armor spikes, unarmed strikes, or natural weapons. The most current version of the same weapon does not include that bolded line, which could be intended because of; 1.) the normal rule is that Dex does not benefit from the "Str and a half" rule, and so there is no need to repeat the obvious. or 2.) that this was a purposeful change meant to set a new precedence, and it was left out as an indication that now doing "Dex and a half" is intended. In most other cases, it is a non-issue, either specifically requiring the weapon to be wielded in one hand or to be a Light weapon, which does not benefit from the normal "Str and a Half". PRD wrote: Light: A light weapon is used in one hand. It is easier to use in one's off hand than a one-handed weapon is, and can be used while grappling (see Combat). Add the wielder's Strength modifier to damage rolls for melee attacks with a light weapon if it's used in the primary hand, or half the wielder's Strength bonus if it's used in the off hand. Using two hands to wield a light weapon gives no advantage on damage; the Strength bonus applies as though the weapon were held in the wielder's primary hand only. To summarize, was the initial FAQ meant to: A.) Speak only about the Unchained Rogue, but not other options?B.) Meant to apply to any ability that uses Dex rather than Str for bonus Damage? C.) Apply to any Class Feature or Option that changes one Ability Score used for another? D.) Other/None of the Above?
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Now that our famed heroes have stepped forward, please take an opportunity to introduce both yourselves and your characters. You can also take an opportunity to discuss swapping out spells, making any purchases, and things of that nature before the scenario begins. We still have some time. I'd also like if everyone can post the following information: * Player Name (or Nickname):
I'd also like if you have any uncommon Feats, Spells, Abilities, Boons, etc that you plan to use, if you could explain them or point them out to avoid confusion or questions later. Likewise, if you have any options that might cause "table variation", lets discuss them up front. If anyone wants the old school Faction Mission, please mention it as well. Lastly, if you click on my DM Beckett avatar, I have posted a lot of little information about how I tend to run games, little things I do, and explanations of things I utilize. Please familiarize yourself with those when you get a chance before the game starts.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Now that our famed heroes have stepped forward, please take an opportunity to introduce both yourselves and your characters. You can also take an opportunity to discuss swapping out spells, making any purchases, and things of that nature before the scenario begins. We still have some time. I'd also like if everyone can post the following information: * Player Name (or Nickname):
I'd also like if you have any uncommon Feats, Spells, Abilities, Boons, etc that you plan to use, if you could explain them or point them out to avoid confusion or questions later. Likewise, if you have any options that might cause "table variation", lets discuss them up front. If anyone wants the old school Faction Mission, please mention it as well. Lastly, if you click on my DM Beckett avatar, I have posted a lot of little information about how I tend to run games, little things I do, and explanations of things I utilize. Please familiarize yourself with those when you get a chance before the game starts. One thing I will point out, when I played this, in low tier, I found it rather deadly. Partially due to our team's construct, and partially outside of the norm for a Season 0. Just a warning. I really enjoyed it, but it was not a cake walk when I played.
Looking for 5 experienced Agents to serve the call once more. . . When a retired Pathfinder's nephew goes missing after allegedly discovered the fabled city of Rachikan of the ancient Jistka Imperium, he turns to the Society for help. Now you've been sent to the coast of devil-tainted Cheliax to uncover the missing nephew's whereabouts and to, quite possibly, uncover one of the most sought-after legendary cities on Golarion. But you have to move quick! The Aspis Consortium is rumored to be racing to the site ahead of you and their involvement could spell disaster for the Pathfinder Society. This game will be part of the Official Play by Post Game Day 6, Beginning August 25th, 2017. Seats are available on a first come, first serve basis. No PREGENs Please, unless the table does not fill. Seats 6 and 7 might open, depending on how many folks answer the call for glory and gore, and how the rest of the group feels. 1.)
Looking for up to 5 experienced Agents to look into a strange new huge crystalline sailing vessel causing panic to grip Absalom as it appears suddenly in the harbor. Identified as the King Xeros of Old Azlant, the ship presents a great opportunity for the Pathfinder Society. You and your fellow adventurers are summoned by Venture-Captain Adril Hestram and dropped aboard the King Xeros to explore it and report back. Only, what you find isn't an empty vessel, but a sinister ship with a vile intent. This game will be part of the Official Play by Post Game Day 6, Beginning August 25th, 2017. Seats are available on a first come, first serve basis. No PREGENs Please, unless the table does not fill. Seats 6 and 7 might open, depending on how many folks answer the call for glory and gore, and how the rest of the group feels. 1.)
Before I start, I will admit that I'm bias. I'm a dog person, and not interested at all in Catfolk. I'm also not very keen on Kitsune, which are just not for me. I'm also, personally, just not too impressed with a lot of the additional races allowed in PFS, as most just don't really speak to me. Rougarou does. :) With the Bestiary 6comes a new 0 HD creature, the Rougarou, which I'm in love with, and wanted to see about discussing/petitioning making them a new freely open race for next Season's PFS. Rougarou:
+2 Str, +2 Wis, –2 Int
Medium Normal Speed: 30 feet. Senses: low-light and scent Change Shape: 1/Day Beast Shape 1 to Wolf. Natural Weapon: 1d4 Natural Bite Attack It's nice to have a race that offers +2 Wis, which is not common, although I'll admit that the -2 Int hurts. I love that the Rougarou have disdain for Lycanthropes. Because they have very strong bonds with friends and family, I see them as an ideal candidate for members of the Pathfinder Society, and from what little lore we have on them, they have expanded to have communities all over Golarion. I'm also very partial to the swamps origin, and to see Cajun folklore awesomeness make it into the setting. :P The two things I might foresee being an issue, at least on paper might be that they have Scent and that they are Shapeshifters. Scent can be a powerful ability in some scenarios, but at the same time it's something that the vast majority of "pets" come with. Likewise, being a Shapeshifter (with Beast Shape 1, 1/day) is not too terribly unique. Secondarily, there is another creature that might interest some as a possibility; the Naiad. Naiad:
+2 Dexterity, +2 Charisma, –2 Strength: Medium Speed: Normal speed and swim speed of 30 feet. Low-Light Vision Fey Nature: Naiads have a +2 racial bonus on Handle Animal and Knowledge (nature) checks. Inspiration: 1 person gets a token that grants +1 Insight to Will/Craft/Perform and can cast Status. Water Bond: within 300ft of specific water, Naiad gets +1 to AC and Saves. The problems I foresee with the Naiad is that they are both a Fey and a Water Type, which like Outsiders, might offer them some free innate protects that some in the community may not like, or some other oddities with the rules for planar adventures or the like. They also have a swim speed which, while likely not common, could make a few parts of a few scenarios a lot easier to make it through. I'm sure the PFS secret inner circle has or is discussing this, but, towards the community as a whole, what are people's thoughts? Any problems you see IF they where to be opened up? Would you be interested in trying them out? See any issues with PFS play that might need to be looked at and ruled on? Thoughts?
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
In his usual terse manner, Venture-Captain Ambrus Valsin requested an audience in his office. He wasted no words once the last invitee had closed he door, just as the last of you arrive. . . Looking about the office, likely the first time you have ever entered the personal office of a Venture-Captain, you see nothing but fresh new recruits, initiates, just like yourself, who have yet to complete their training, much less be considered for the rumored Confirmation. "Initiates,. . . I understand you are not yet full members of the Society,. . . not yet, but I need your help." Please take a moment to check in, introduce your character, and describe yourself.
Being a "military town", our table top group is regularly changing, and I figured it's a good time to open another thread looking for more potential players in the area. Anyone else in the are that might be interesting in finding a new group? I am an experienced DM and we have a few other experienced players and DMs, looking to expand our small gaming community around the area. Also possibly interested in other games and systems as well. We tend to play in kid-friendly areas, and favor weekends and federal holidays as many of us are currently active military, and try to work around schedules do to frequent field exercises, deployments, and other commitments.
Since it came out, the Undead Lord Cleric has been banned in PFS. It's never really been clear why it was banned, although it's been speculated the choice was made for some of the following things:
2.) Because it could potentially cause issue with other Characters, such as followers of Pharasma, Iomedae, or Sarenrae (due to dislike of Undead) 3.) Because it allowed an Undead (or inappropriately themed) pet. PFS has grown and changed a great deal, and I think it's time to reevaluate this choice. Clerics already have very few Archetypes out there that are player friendly, (as in designed for players to actually use). And, if we assume that any of the above mentioned reasons, even combined, was the cause for this particular one to have been banned, then why are other classes and archetypes that do nearly the same thing, some even better than this one, allowed without issue? To start, while playing an Evil character has never been allowed outside of a few specific cases, there is no requirement that the Undead Lord be Evil. Furthermore, it is perfectly fine for even a CORE character to worship an evil deity, have the Death Domain, play a necromancer themed character, or otherwise play an "evil" themed character. All of this aside, it's also perfectly legal to Summon things like Demons and Devils, to have an Imp Familiar, a variety of Evil Eidolons, Planar Allies, or other forms of "pets". Additionally, the list of classes and archetypes that might offend of cause interparty strife with other players, (such as followers of Pharasma or Paladins), has grown a great deal. As I mentioned, a Core Cleric, Sorcerer, or Wizard can already be a (N)necromancer and even raise and control undead style character. The base Oracle, likewise has the Bones Mystery which legally offers the Raise the Dead (Su) and the Undead Servitude (Su) Revelations. The Necromancy focused Occultist can effectively create undead unlimitedly for free, (over time), with Necromantic Servant (Sp) and is a walking battery of Desecrate, creating more powerful and more evil undead than normal with their base power Necromantic Focus (Su). Thematically speaking, the entire Spiritualist Class with it's Phantom Spirit should be a walking blasphemy to the church of Pharasma one would think, (as the entire point of Pharasma's hatred of undead is that they escape judgment (temporarily) through the unnatural extension of their existence. Phantom:
A phantom was once a sentient, living creature that experienced great turmoil in life or during death. The power of its emotional trauma ripped it from the flow of spirits rushing toward the Astral Plane and the fates beyond, pulling it through the Ethereal Plane and toward the Negative Energy Plane. During the decent to nothingness and undeath, . . . I don't really want to touch on every example that is legal or questionable in contrast the Undead Lord Cleric, but rather simple see if it is possible for PFS leadership to reconsider why this one was banned in the first place, and if it is something that really should remain banned? My personal investment in this is really twofold. For one, I'd like more options for the Cleric to open up. It's already got so few (playable) Archetype choices to go from, and I've never really understood why this one would have been banned. Secondly, I've seen more than once new players come in wanting to play one and having a character already built with the Archetype. It's a bit of an odd discussion explaining that it's not legal for play, but at the same time there are plenty of other options that do nearly identical things, some even better that are legal. It seems like it would be really interesting to play, but not altogether powerful. The Archetype itself is pretty self limiting, forcing you take one Domain and losing the other, restricting you to a small handful of possible patron deities, and giving a few abilities along a theme that are fairly close to what a non-archetyped Cleric (or other class) with a similar theme can already do legally. Even having an Evil Pet is otherwise allowed in PFS outside of this, though generally they would be much more powerful and versatile than the Skelly this archetype allows, (using wands, casting spells, significantly altering action economy).
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Before anything, this, so far, is a closed group. We might open it up to one or two more individuals once we hash some things out, but the intent here is to discuss things not recruit. Not yet, at least. If you are not one of the folks I PM'd to join, please do not post here. If you are interested at the idea, please instead PM me. With that out of the way, we where discussing the idea of forming a CORE only PFS group. Some of the idea here was that everyone would play a single character throughout, essentially leveling up rather closely together, and forming a consistent team. But, at the same time, at least the majority of the players would also take turns as the DM, both to help prevent as much "I can't play that one" as possible, but also to reduce DM Burnout and also offer everyone chances to see how other DM's do things. But, I also wanted to give everyone a bit of an open floor to discuss issues we might encounter, what sorts of things everyone might want to get from the experience, and whatever other aspects of this we want prior to actually doing it.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for Dotting. Please Only dot at this point.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for Dotting. Please Only dot at this point.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Table 2 Low Tier
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Table 1 High Tier with Adj.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
I'm creating this simply to get all of the potential players together to plan for the next scenario, find out how many players (and tables) I'll need, and see about getting everyone assigned. My idea was to try to begin within a few days, once I have had a chance to read the scenario, prep the maps and NPC's, and have enough time to look over characters and the like. Should be good by this weekend. Currently Table 1
I've PM'd everyone above, leading to this thread.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
I just wanted to create a place for discussion for the High Level play of Serpent's Skull for the existing group. The initial idea was to play parts 5 and 6, but, because of the possibility of different levels involved, part 4 is also a possibility. 4.) Vaults of Madness Levels: 11-13
The game is roughly slated to start early to mid January, due to both he holidays and different players already having commitments. The current Roster, as far as I'm tracking is: Chris: Bishop <15 Ranger>
One last thing to keep in mind is that there are possibly 7 players right now. I'm perfectly find with that, but because there tends to be a decrease in the threat level and challenge, others might not like such a full party. I'm not sure, at this point if everyone is even fully interested, or even able to play, but feel free to discuss the table size as well, or any other questions or concerns you may have. Gameplay thread is open for dotting. Please only dot there at this point, preferably with the character you want to play with.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Opened for your to RP and interact while we wait to start. Additionally, can I get everyone to post the following. Player Name
Any special notes you feel I should know about, uncommon Feats or abilities, etc. . . If you have anything that might be ruled differently at different tables, it might also be good to bring it up here. Any purchases you are making that will need to be recorded on this Chronicle.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for dotting. Please only dot (make a single short post) for now, until we are ready to go, which should only be a few days at most.
I've been asked to run a second table of Hall of the Flesh Eaters, and have up to 3 seats available on a first come, first serve bases, assuming a legal character is available. Current Roster is:
If interested, and feel free to post here.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for dotting. Please only dot at this point until we are ready to go.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Hello. Since the game has filled up, I figured it would be a good idea to set up a place for everyone to meet up, discuss their characters, ask any questions they may have, or otherwise hang out until the game is ready to start. Please be aware, the game is full. Only the seven players that already signed up should be here.
I'm looking to running a few more games in the near future, and ready to open up for recruitment. First, looking for 4-7 brave new adventurer's willing to brave beyond the Shackles in search of lost treasures of a legendary pirate in PFS S06-06: Hall of the Flesh Eaters for characters levels 1-5. For those willing to go beyond simple bravery, beyond sanity, and beyond even the so called "Hard Mode", The Ruins of Bonekeep await your likely TPK, though the glories for those that manage to I am recruiting for both on a first come, first served basis. I'm also aiming for daily+ posting, and looking for players that post proactively. If interested, you can find the Sign Up Sheet -->HERE <--.
I am about to kick off running two Specials for the ongoing PFS PbP Game Day 5, Through Maelstrom Rift and Serpent's Ire, and I still have a few seats open if anyone wants in. This will be a first come, first serve basis, and there are a total of 3 seats; Maelstrom Rift x1 and Serpent's Ire x2. Both games utilize special Pregens, (and some of them have already been claimed by the existing players, but it might be possible to negotiate). Because they are part of the Game Day as Slot 2 Events, they are also run within a certain Time Frame (Beginning Oct 12th and running until Nov 25, 2016. With that in mind, this does mean the game has not started yet. If you are interested, please head over to: SERPENT'S IRE GAME (where there are two open seats) THROUGH MAELSTROM RIFT GAME (where there is one open seat)
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Game is CLOSED for recruiting. Now that I've received the Scenario, I've made separate PDF copies of each of the Pregens, and I wanted to open the floor to allow you to begin to pick the one you want. All of them are Elemental Themed, and there are some special twists involved with all of them I want to save for once you have already picked the one you want to go with, so, I want to hold off actually showing the Character Sheets themselves until everyone has picked. There are 6 Pregens to choose from. I'll also include a few notes and a general role for the character:
Since we seem to have 5 players: (unsure if there is a sixth)
For now, I'll let folks pick what they want to go with. (All of them look pretty awesome, and don't seem to be the typical Pregen with poor choices in their builds, so don't let it fool you). If there ends up being a conflict and people just can't find a way to work it out, I'll do a roll off.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Game is CLOSED for recruiting. Now that I've received the Scenario, I've made separate PDF copies of each of the Pregens, and I wanted to open the floor to allow you to begin to pick the one you want. All of them are Elemental Themed, and there are some special twists involved with all of them I want to save for once you have already picked the one you want to go with, so, I want to hold off actually showing the Character Sheets themselves until everyone has picked. There are 6 Pregens to choose from. I'll also include a few notes as what element(s) they most associate with and a general role for the character:
Since we seem to have 5 players: (unsure if there is a sixth)
For now, I'll let folks pick what they want to go with. (All of them look pretty awesome, and don't seem to be the typical Pregen with poor choices in their builds, so don't let it fool you). If there ends up being a conflict and people just can't find a way to work it out, I'll do a roll off.
With the announcement of Planes of Power taking a look at adventuring in the Elemental Planes, it's been a mentioned a few times taking a look at the Outer Planes, but also the Energy Planes. Each mention has lead to a request to start a new thread for that to show interest, and so, not seeing one that did just that, I figured why no give it a try. I mean, when I think of Plane hopping, there are really the sorts of locations that spring to mind, checking out Heaven, infiltrating the Abyss for a quick in and out mission to rescue the soul of a friend trapped inside before too many demons catch on, testing your mettle against beings made from the very stuff of Good, Evil, Law, and Chaos, on their home turf. So, what do you think? Is a Campaign Setting/Players Guide aimed at the Outer Spheres, (the Abyss, Axis, Elysium, Heaven,. . .), something you'd like to see? Something you would buy or want? How about the Energy Planes (Postive and Negative Energy)? What sorts of things would you like to see in such a product? Would this work better as a setting neutral hardcover book? Planar Adventures!!!
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for dotting. Game does not begin until Oct 12th, though.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for dotting. Game will not begin until Oct 12th.
Opening recruitment for a Serpent's Ire game, which will begin on Oct 12, 2016 and run through Nov 25, 2016. I do not currently have the scenario, so I'm going under the assumption that I can take up to 7 individuals, but at this point, I believe that I already have 3 Seats filled. With that being said, I plan on doing a First Come, First Serve roster. A Pathfinder Society Scenario designed for 8th-level pregenerated characters. A parasitic faction known as the Korholm Agenda has tried to corrupt the upstanding Aspis Consortium from the inside out, all in the vain pursuit of revenge and profit. Now one of the powerful Aspis Patrons has learned that the Korholm Agenda has siphoned the Consortium’s funding to build a base of operations in Nidal. This shall not stand. He has assembled a team of top agents—including both new faces and veterans of the attack on the Grand Lodge a year ago—to infiltrate the operation and shut it down by any means necessary. In this adventure the players portray agents of the Aspis Consortium using 8th-level pregenerated characters. Content in "Serpents’ Ire" also ties into a special metaplot element from Pathfinder Society Special #6–98: "Serpents Rise." Players who have completed that special event are encouraged to bring its Chronicle sheet when playing this adventure. 1.) tentatively filled
Opening recruitment for a Through Maelstrom Rift game, which will begin on Oct 12, 2016 and run through Nov 25, 2016. I do not currently have the scenario, so I'm going under the assumption that I can take up to 7 individuals, but at this point, I believe that I already have 3 Seats filled. With that being said, I plan on doing a First Come, First Serve roster. A Pathfinder Society Special designed for 6th-level pregenerated characters. Even the limitless Plane of Air is at risk of eldritch instability, and a cult dedicated to the planes’ integrity has sensed an imminent calamity brewing deep within a primal storm. In this special adventure, the players portray a diverse coalition of elemental guardians that must embark on perilous journey into the maelstrom’s heart and avert a disaster that threatens the Inner Sphere. This scenario is designed for play in Pathfinder Society Roleplaying Guild but can easily be adapted for use with any world. This scenario is compliant with the Open Game License (OGL) and is suitable for use with the Pathfinder Roleplaying Game.
1.) tentatively filled
Please post the following information for Chronicle Sheets and Reporting. Please do not post anything else in this thread until all six players/characters have done the following. Player Name:
A Day Job Roll/Down Time Activity, Or simply state "None". Any special notes you think might be worth noting.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for dotting. Please ONLY dot for now, (no RP or introductions), and please do so with the character you will be playing with, if you are able to.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
Open for "dotting". To help avoid confusion, please dot with the character you will be playing. Feel free to introduce yourself as well.
I have 1-2 seats open for this game, which will begin on Aug 27th as part of the official Play by Post Game Day 5 event. Current roster is: 1.) CariMac -> Fighter 8
It's a first come, first served basis, with the game being held here on the Paizo forums and utilizing an open Google Sheets doc for the map. Expected posting rate is roughly at least daily, with exceptions for weekends and holidays. The requested SubTier is the 8-9 range, though the scenario itself is 5th - 9th level.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
I have 3-4 seats open for this game, which will begin on Aug 27th as part of the official Play by Post Game Day 5 event. The Game will end on 11 October. Current roster is: CariMac
It's a first come, first served basis, with the game being held here on the Paizo forums and utilizing an open Google Sheets doc for the map. Expected posting rate is roughly at least daily, with exceptions for weekends and holidays. The requested SubTier is undecided, though the scenario itself is 1st - 11th level, and we will need to wait on more guidance before proceeding further. Current range is somewhere between 3 and 8.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
I have 1-2 seats open for this game, which will begin on Aug 27th as part of the official Play by Post Game Day 5 event. Current roster is: CariMac bringing a Fighter
It's a first come, first served basis, with the game being held here on the Paizo forums and utilizing an open Google Sheets doc for the map. Expected posting rate is roughly at least daily, with exceptions for weekends and holidays. The requested SubTier is the 8-9 range, though the scenario itself is 5th - 9th level.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
I have 1-2 seats open for this game, which will begin on Aug 27th as part of the official Play by Post Game Day 5 event. Current roster is: CariMac
It's a first come, first served basis, with the game being held here on the Paizo forums and utilizing an open Google Sheets doc for the map. Expected posting rate is roughly at least daily, with exceptions for weekends and holidays. The requested SubTier is undecided, though the scenario itself is 1st - 5th level, and so far it looks like low SubTier.
||CORE Rotating DM ||Fingerprints||King Xeros ||Serpent's Skull||
This is just a placeholder thread for discussion on the upcoming Game Day games. At this point, I'm assuming that we will be limited to running 3 games at once, as with past Game Day events. First off, I do plan on running the Specials, but I'm waiting for more information to come out. I'm also waiting to see if it's going to be, for instance, 3 games plus the Specials, or if the Specials are a part of that, or if it's even limited. So, for now, I'm going to assume only 2 tables, but add a third just in case. Table 1: 7-00 The Sky Key Solution [1-11] Table 2: ??? Table 3: ???
Ok, now that we have everyone posted in the gameplay thread, can I get everyone to post the following info, (so I can use it for Chronicle Sheets and reporting). Character Name
Day Job check (or any Downtime stuff you want to do) <please go ahead and roll here, or take 10> Any special notes you want to include or think I should be aware of, (like Zandu's Flagbearer Feat), which will help me to remember it even if they forget to mention it, or if there are any "grey areas". Until all six players have posted, please do not use this thread for anything else, so that I can have this info all in one place.
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