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![]() Scenario: PFS 00-06: Black Waters (Tier 1-5) Date/Time: Tuesday, September 1st, 2015 @ 7:30 PM CST US [GMT-5] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Date/Time: Sunday, June 14th, 2015 @ 9:00 AM CST US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Module designed for levels 5–7.This is part 2 of the Skulls and Shackles Adventure Path and will play only sanctioned PFS parts. As a module it gives you 3 xp upon completion but can take around 6 hours to play. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 06-15: The Overflow Archives [1-5] Date/Time: Sunday, May 31st, 2015 @ 7:00 PM CST US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() I apologize if this has already been discussed but I cannot find it. Can you re-flavor an item as far as looks is concerned as long as it acts the same as the original item and everybody at the table is aware of that item? For example, Cab you have a Goz Mask that looks like a crab face (as opposed to a fish face) as long as everybody knows it's a crab mask and it acts exactly like as a Goz Mask? Can you have a carpet of flying that looks like a carpet made of dark shadows as long as it acts exactly like a carpet of flying and everybody knows that is what it is? ![]()
![]() SetonAlandel wrote:
I would think that since the Minotaur and unfortunate soul show up across from each other; with a 30' gap then the exits are either behind each person in the room or in a opposites corners. If the unfortunate soul goes first then the minotaur won't provoke an AOO since it won't show up at the only exit and won't have reach to all exits. ![]()
![]() Scenario: PFS 02-14: The Chasm of Screams [7-11] Date/Time: Tuesday, December 23rd, 2014 @ 6:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 7–11. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Mahtobedis wrote:
Maybe you had a easy dungeon that is weak towards scouting but my experience with a spiritualist scout was decent but not overpowered. I've been through Accursed Halls and Mummy's Mask Part 1. - The incorporeal scout can't activate traps (unless 5 lbs is enough to do it which is unlikely) and is susceptible to haunts like normal.- The incorporeal spirit can't go past 100' without being blown back to the ethereal plane. - The incorporeal spirit still needs to make stealth checks since it is still visible (even though I admit it can hide in the floor and peek; but still require stealth to peek). - The spirit has limited perception and so hiding creatures will still be hidden - I've met up with undead, statues, elementals, stirges hiding in ceilings, Shadows, etc. that never materializes or becomes present unless something activates it. An incorporeal phantom would not normally be able to get them to come out. - Once he scouts the spirit sucks in combat so I consider the scouting a small benefit to offset the weak combat value. As far as I'm concerned, it does help eliminate surprise rounds if the spirit sees it but that's about it. The spirit is helpful in moving the adventure along since adventurers are less worried about charging into the next room but I consider that a positive and not a negative unless you like that nervousness. I've seen the same thing done with a highly armored dwarven tank just running through Emerald Spire and kiting mobs so I'm not hating the scouting so far. ![]()
![]() I've finished the Accursed Halls for PFS and here's my feedback. PROs
CONs
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![]() Melkiador wrote:
Wow, I didn't see this. Does Mage Armor count as "armor" that might interrupt with the spiritualist’s connection? ![]()
![]() Here's where I gathered the following for Spiritualist Pros
Cons
I'll continual to play but this is basic of what I saw so far. ![]()
![]() John Francis wrote:
Not sure why you would apply it to a multiclass, maybe I'm misreading the post but The chronicle specifically says Chronicle wrote: You may print out multiple copies of this Chronicle sheet and assign one to any single-classed character that uses the kineticist, medium, mesmerist, occultist, psychic, or spiritualist playtest class.
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![]() Scenario: PFS: 01-38: No Plunder, No Pay (Level 7-11) Date/Time: Wednesday, September 10th, 2014 @ 8:00 PM EDT US [-4 UTC] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for level 7-11. The famed Chelish pirate, Captain Caradoc Alazario, infamous nephew of the mayor of Egorian and the brazen enemy of Her Majestrix's Navy, has finally been caught. Unfortunately for you, he was caught after stealing a fiendish artifact of twisted origins bound for the Grand Lodge in Absalom and is the only one who knows where that artifact came to rest off the coast of the forever rain-drenched Sodden Lands. You are charged by the Pathfinder Society to break Captain Alazario out of prison and use him to guide you to the lost artifact. Prison, pirates, and horrors of the deep await you in a land where an honest day's wage never comes honestly. Written by Larry Wilhelm Notes: Free Roll20.net account required: http://roll20.net/ Sign-ups: Please sign up here: SIGN-UP HERE ![]()
![]() Ummm, I finished it. How did you figure this is possible? or is this just sarcasm? DM Beckett wrote:
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![]() Scenario: PFS 05-08: The Confirmation [1-2] Date/Time: Wednesday, July 29th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–2. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS: 05-09: The Traitor's Lodge (Level 3-7) Date/Time: Saturday, August 30th, 2014 @ 8:00 AM EDT US [-4 UTC] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for level 3-7. During the recent attack on Nerosyan, Pathfinders sought out a local venture-captain to aid in the city’s defense. What they found instead suggested the leader had not only fled recently but had played a part in the demons’ offensive. Venture-Captain Jorsal has determined that the safety and integrity of the Pathfinder Society requires that a team delve into the sealed basement beneath the abandoned lodge to determine what other plans his turncoat colleague may have set in motion. Written by Thurston Hillman. Notes: Free Roll20.net account required: http://roll20.net/ This game is a part of VTT Game Day 4. For more games and info check out the official game list. Sign-ups: Please sign up here: SIGN-UP HERE ![]()
![]() Scenario: PFS 03-15: The Haunting of Hinojai [5-9] Date/Time: Wednesday, July 23rd, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 5–9. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 05-02: The Wardstone Patrol [3-7] Date/Time: Wednesday, July 9th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 3–7. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 04-01: Rise of the Goblin Guild [1-5] Date/Time: Wednesday, June 11th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Shadow Anchor spell description says, RAW wrote: The target's shadow becomes a flexible tether to its current square. The creature can move up to 5 feet from that square without penalty. Moving farther than 5 feet from the tether point requires the target to make a bull rush combat maneuver check against a CMB of 10 + 1/2 your caster level + your Intelligence modifier (if a witch or wizard) or Charisma modifier (if a bard or sorcerer). The target takes a –1 penalty for every 5 feet of distance between it and its tethered square. Failing this check means the target's move is wasted and it cannot move farther away. If it fails this check by 10 or more, it is pulled 5 feet toward the tether square and is knocked prone. If it beats the check by 10 or more, the spell ends. This spell does not work on creatures that do not cast shadows or reflections. If the target uses a teleportation effect or leaves the current plane, the spell ends. So is the CMB suppose to say CMD or is there another way of reading it? Let's say my archer shoots an arrow at a Minotaur; does the Minotaur make a CMB vs. the Spells CMD of let's say min "12+(-1) for each 5' move"? ![]()
![]() Scenario: Module: Fangwood Keep [3-5] Date/Time: Tuesday, June 3rd & June 10th, 2014 @ 7:00 PM CDT US [-5 GMT] *Players must attend and play both sessions to earn credit* GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 3–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to Session 1 & Session 2. ![]()
![]() Scenario: PFS 03-16: The Midnight Mauler [3-7] Date/Time: Tuesday, May 13th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 3–7. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 04-19: The Night March Kalkamedes [1-5] Date/Time: Tuesday, April 29th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 05-06: You Have What You Hold [3-7] Date/Time: Tuesday, April 22nd, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 3–7. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE. ![]()
![]() Scenario: PFS 3-21: The Temple of Empyreal Enlightenment [1-5][b] [b]Date/Time: Wednesday, April 16th, 2014 @ 7:00 PM CDT US [-5 GMT] GM: Don B Game Client: Google Plus Hangout and the Roll20.net VTT Description: A Pathfinder Society Scenario designed for levels 1–5. Notes: Free Roll20.net account required: Go to http://roll20.net/ Sign-ups: Please sign up on Warhorn, if interested: Go to WARHORN SIGN-UP HERE.
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