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Mirror Universe Reiko, Assassin Aspirant:

Mirror Universe Iconic Reiko CR 3
XP 1200
Female Human (Tian-Min) Brawler (Snakebite Striker) 1 / Ninja 3
NE Medium humanoid (human)
Init +4; Senses Perception +8

----- Defense -----
AC 15, touch 14, flat-footed 11 (+1 Armor, +4 Dexterity)
hp 32 (1d10+3d8+7)
Fort +4, Ref +9, Will +2

----- Offense -----
Speed 30 ft.
Melee +1 wakizashi +8 (1d6+1/18-20) or
cestus +7 (1d4/19-20) or
kunai +7 (1d4) or
kusarigama +3 (1d3) or
unarmed strike +7 (1d6)
Ranged shuriken +7 (1d2)
Space 5 ft.; Reach 5 ft.
Special Attacks sneak attack +3d6

----- Tactics -----
Before Combat Reiko hides and studies her prey prior to combat, using her disguising abilities to study the target closely. After learning her foes weaknesses she will apply an appropriate poison and/or drink her defensive potions of mage armor and protection from good if she has determined it will help her kill or disable an opponent quickly. Reiko tries to ambush her foes from stealth or invisibility.

During Combat Reiko maneuvers herself to make use of her sneak attacks, either feinting an opponent within 5 feet or using allies to flank. Reiko excels at fighting in a defensive stance, and always uses Combat Expertise. She tries to single out enemies that seem to have weak a fortitude, such as spell casters, first to make her poisons have maximum effect. If cornered, Reiko will use vanishing trick and her acrobatics skill to escape.

Morale Reiko knows that a quick success means less chance of discovery. Reiko will attempt to kill foes quickly but does not hesitate to use her last vanishing trick to escape if she feels that the battle will result in her capture or if faced with an unwinnable situation.

----- Statistics -----
Str 10, Dex 19, Con 13, Int 10, Wis 12, Cha 14
Base Atk +3; CMB +3; CMD 17
Feats Combat Expertise, Improved Feint, Improved Unarmed Strike, Weapon Finesse*
Skills Acrobatics +11, Bluff +9, Climb +4, Disable Device +12, Disguise +20, Escape Artist +11, Perception +8, Sense Motive +6, Sleight of Hand +8, Stealth +11, Swim +4, Use Magic Device +6;
Traits amoral mercenary, threatening defender
Languages Common, Minkaian, Tien
SQ brawler's cunning, ki pool (3 points), martial training, ninja trick (vanishing trick), no trace +1, poison use
Combat Gear potion of cure light wounds (3), potion of darkvision, potion of mage armor (2), potion of pass without trace, potion of protection from good, potion of spider climb, alchemist's fire, bloodroot, blue whinnis, caltrops, drow poison, flash powder, impact foam, smelling salts, smoke pellet, tanglefoot bag, vermin repellent; Other Gear haramaki, +1 wakizashi, cestus, kunai, kusarigama, shuriken (10), hat of disguise*, sleeves of many garments, belt pouch, grappling hook, masterwork backpack, masterwork thieves' tools*, powder, silk rope (50 ft.), soap, tindertwig, wrist sheath, spring loaded, 26 gp, 9 sp, 8 cp
* The effects of this ability are already included in Reiko’s stats.
----- Special Abilities -----
Brawler's Cunning (Ex) Count as Int 13 for the purpose of combat feat pre-requisites.
Combat Expertise (-0/+1) Bonus to AC in exchange for an equal penalty to attack.
Improved Feint Reiko can make a Bluff check to feint in combat as a move action.
Improved Unarmed Strike Unarmed strikes don't cause attacks of opportunity, and can be lethal.
Ki Pool (3/day) (Su) Reiko have a ki pool equal to 1/2 her ninja level + her Charisma modifier.
Martial Training (Ex) Brawler levels count as fighter/monk levels for feat/item pre-requisites and effects.
No Trace (+1) (Ex) Survival DCs to track Reiko are at +1, she also gains +1 to Stealth when she is stationary and not acting.
Poison Use Reiko does not risk poisoning herself accidentally while poisoning a weapon.
Sneak Attack (+3d6) Her attack deals additional damage anytime her target would be denied a Dexterity bonus to AC (whether the target actually has a Dexterity bonus or not), or when she flanks her target. Should Reiko score a critical hit with a sneak attack, this extra damage is not multiplied. Ranged attacks can count as sneak attacks only if the target is within 30 feet.
Vanishing Trick (Su) As a swift action, Reiko can disappear for 1 round per level. This ability functions as invisibility. Using this ability uses up 1 ki point.

Backstory (Adapted from PFS Pregenerated Character Sheet):

Reiko’s mother had no wish for her only daughter to follow the path of a ninja, but Reiko was pulled into it after their home was overrun. Her mother was brutally murdered before her and she was taken by a clan of bandits. After surviving for several torturous years in servitude she witnessed the bandits mercilessly slaughtered by ninja after the bandit leader had begun demanding tribute from the local area and disrupting trade. Driven by the fear of the possibility of becoming a victim again, Reiko has devoted herself to learning the killing arts that she saw that night. By using the ways of subtlety and disguise, she has set her eyes on becoming the most accomplished assassin in the Inner Sea.

Sources:

Advanced Class Guide: Brawler (class); Snakebite Striker (archetype)
Ultimate Combat: Ninja (class); Vanishing Trick (special ability); Haramaki (armor); Kusarigama (weapon); Wakizashi (weapon)
Ultimate Equipment: Powder (equipment); Masterwork Backpack (equipment); Flash Powder (equipment); Smelling Salts (equipment); Vermin Repellent (equipment); Impact Foam (equipment); Sleeves of Many Garments (equipment/magic item)
Adventurer's Armory: Smoke Pellet (equipment); Spring Loaded Wrist Sheath (equipment)
Cheliax, Empire of Devils: Threatening Defender (trait)
Hell's Vengeance: Amoral Mercenary (trait)
Dragon Empires Gezetteer: Tian-Min (Ethnicity); Tien (Language); Minkaian (Language)
Ranged Tactics Toolbox: Kunai (weapon/equipment)

4/5

Riffle Scroll of Daylight (500 gp) Inner Sea Magic - Like an Oil of Daylight, but 250 gp cheaper for anyone with it on their spell list, plus it works in an area of silence.

4/5

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Jason Avery wrote:
Kristjan Justesen wrote:
Very interesting, I might have to find a group for my Venture-Captain Holy Vindicator. ** spoiler omitted **
That's not entirely true K-Ris. Mickey never signed a contract with any devil or demon. :P

True, Mickey's caravan visiting once in a while to his hidden Lodge in Dalun is probably the only friendly face he sees while trying to search for a way to deal with Fey's End and prevent the twisting of the Fey who raised him.

4/5

Very interesting, I might have to find a group for my Venture-Captain Holy Vindicator.

high level module spoiler:
His last group all signed contracts with devils and are now dead to him.


Why a 13 point buy on the pregenerated human spell-casting villains (cleric, inquisitor) when the non-humans and human fighter got 15 point buys? (I was assuming their floating +2 to a stat was put in their highest stat when checking the point buys).


I was wondering if the items in the subject order will be shipped with my January subscription. The order has been pending and the items not in my sidecart since the order was submitted.


Eastern Weapons - Ultimate Combat
The page for Eastern Armor on the Ultimate Combat section correctly has the updated prices from the errata/newest printing.

Armor & Shields Table - Ultimate Equipment
This page has the old prices for Eastern Armors.

I know that Ultimate Equipment doesn't have an errata or a more recent printing, but having the same equipment listed at different prices is strange, especially since most people will check the Ultimate Equipment book/pages prior to doing a search that would show the Ultimate Combat results.


This is a neat concept, I already had theory crafted up a thrower that throws weapons (I was thinking of throwing javelins, Greataxes, or something similar, but throwing enemies sounds so much more fun).

Standard ranged feats will help (point-blank, precise, deadly aim)

Two-handed thrower and quick draw could help you throw the people you have grappled (brawler two weapon fighting to grapple and then throw? seems fun)

Charging hurler - really unload your enemy into his bro

Perfect Style (Unfolding Wind) & Unfolding Wind Strike (get a ki pool and then double your range increment of thrown weapons, maybe you can make the people you are throwing returning or seeking with the use of ki? probably will need a laid back GM to make the returning work, but would be hilarious the first time you do it)


Just as a note, I did not read any of the prior posts in this tread, only the thread title.

Yes you are being a dick, no the paladin should not fall.

(Unless the paladin lit an orphanage on fire or signed away his free will for wishes to a devil on a contract he was allowed to read prior to his signing and ignored the warning by his Phylactery of Faithfulness that you gave him after the 1st 'boss' encounter at 1st level, or similar unambiguously heinous and not considerable marginally evil act, then yes you can make him fall, but at that point the paladin already made the conscious decision to and wanted to fall)


Amanda Plageman wrote:

Hmmmm.....

Seven minis this time. I have hope then, since Occult Adventures has 7 Iconics (including the Phantom). Dare I hope that Set VII will be all Occult???? <crossing fingers>

There are multiple smalls in the Occult Iconics (Yoon, Meligaster) so it might be possible if WizKids makes enough money on set 6.


Secret Wizard wrote:

Debuffing Sensei:

Human
S10 D12 C13 I12 W18+2 CH7

Traits:
Quain Martial Artist, Honored Fist of the Society

Feats:
1. Weapon Focus (Unarmed), Lingering Performance, Improved Grapple

3. Mantis Style

5. Crushing Blow

7. Mantis Wisdom

9. Mantis Torment

11. Dimensional Agility

13. Touch of Serenity

Sprinkle with Qingqong powers to taste. Use Mystic Wisdom to share tons of powers and boosts. You could theoretically share True Strike with it.

Your main role: teleport right next to the priority target, Stunning Fist his ass to oblivion. DC is going to be pretty damn high.

If Ability Focus is allowed as a feat, don't doubt in taking it.

Crushing Blow is good to enemies that would be immune to stunning and such, and it makes the enemy lose a phat chunk of AC.

Once you get Touch of Serenity, you can lock down high Fort or Fort-immune enemies such as Undead.

And on top of that, you are basically a Bard in terms of performances.

How do you get Weapon Focus at level 1? Monks have a 0 BAB at level 1. If you mean an Unchained Monk, archetypes aren't legal for PFS.

4/5

Chris Mortika wrote:

Two reminders:

1) The Grand Lodge Scriptorium uses slave labor to pen the Pathfinder Chronicles. (Indeed, we remove the tongues of the people we purchase on the slave blocks and then we place them under a life-long gaes to copy any printed material set before them.) So long as your PC is a Pathfinder, and he hasn't freed the Society's own slaves back there, you shouldn't get your knickers in too much of a twist.

WHAT? WHY? When this 0 level spell exists (WHICH IS FROM THE SAME BOOK /mindboggle):

Seekers of Secrets pg. 17 wrote:

Scrivener's Chant

School: transmutation
Level: arcanist 0, bard 0, cleric/oracle 0, skald 0, sorcerer/wizard 0, warpriest 0

Casting Time: 1 standard action
Components: V, S, M (fine sand and a vial of ink)
Range: 5 ft.
Target: one or more written objects
Duration: concentration, up to 1 minute/level
Saving Throw: Will (harmless, object)
Spell Resistance: yes (object)
Description:
This spell imbues a quill with animate energy and rapidly transcribes words from one page to another. The quill copies a written work at the rate of one normal-sized page per minute. The Linguistics skill can be used to make a convincing copy, but otherwise the reproduction is written in the hand of the caster. You must concentrate upon the material being duplicated for the spell's duration and provide new blank pages as required. The scrivener's chant requires blank paper and a quill or other writing materials, in addition to the material components.

This spell cannot duplicate magical writing (including spells and magical scrolls), though it can duplicate non-magical writing from a magical source.

I really don't see why the Decemvirate hasn't just made a printing press with this spell in it and permanency to make some sort of magical copying machine. It would have to save them time and money.

Back on topic:
I have had played at a few tables with people playing Chelaxian slave owners, my Andoran musket master decided to just always coup de grace the enemy combatants because that PC made it known to the party that any live subdued enemies would be made into slaves. Plus my PC is a crazy vigilante (who is still trying to figure out how to free that PCs slaves).


3 people marked this as a favorite.

While I like the cover, he rolled an 18 (the side parallel with the table).


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1 person marked this as a favorite.

Why the watermarks?


Any update on this?


I have still yet to get my Dungeons Deep case. I got the Gargantuan Red Dragon, and the Adventure Path #94, but the UPS tracking number I was given for the case still shows as not yet shipped.


So, is there a FAQ planned to explain which existing archetypes are compatible with the unchained classes?

If no, will there be any player companions that add archetypes or convert existing archetypes to the unchained classes (similar to occult origins, advanced class origins, etc.)?

4/5

Seeing as:
It is the year of the serpent
There are a lot of kobolds that live under Absalom
The Society has recruited or befriended some of the clans before

I wouldn't be surprised to see, and would like it if Kobolds become playable (Draconic Kobold Bloodrager is what I would play).


Gray Warden, you have a well written thread here and I hope that it receives a FAQ or at least an answer in thread.

I have a PFS Tiefling Grenadier Alchemist 3, and I apply my alchemical mixtures to arrows or if the enemy has high armor/low touch, but is out of bomb range or I am out of bombs, apply mixtures to dye arrows, no 1d8 damage but is against touch AC at longbow ranges.

4/5

Seth Gipson wrote:

1. Master of the Fallen Fortress has pregens for four of the APG characters that were designed to be used in the module. I would imagine (though tbh Im not certain) that those would still be usable for that module.

Yeah you can use them for that module, but they have 15 point buys and are level 1.

The time where the 15 point buy is most disadvantageous is at level 1.

I played as the oracle the one time I used a pregen of the two times I have played it and realized late that she has an 8 con and would go unconscious (and probably die from bleeding out) after tripping on a rock.

That being said, I would love to see all of the APG classes as pregens because not enough people play cavaliers or inquisitors, and almost every oracle I see is of the life mystery.

Seeing Balazar and Padrig as an unchained pregen and maybe getting people to try out different classes would be really awesome.

You get a great feeling when a new player describes what they want their character to be/do and you hand them a pregen to try out for their first or second game and they are excited after the game because the core of the class is exactly what they wanted and they can fine tune the parts they want to change/did not like or understand.

4/5

I am interested in this if you are still running your trial.

4/5

All of the spaces that I GM or play PFS are shared spaces, so they too have problems with noise. Some days are better than others, but cons are especially bad (sharing a large room with many other games) and I end up shouting for hours on end to make sure my players can understand everything in the scenario. A full bag of cough drops and several bottles of water are standard equipment for myself now.

4/5

I'm posting to get in before all the milk is gone from the fridge.

I get why they wanted this to go live as soon as the book was released.

I think most (probably would never be all when removing/limiting options are involved) of the issues would have been avoided if this post went up next Monday or was a special post later this week (Wednesday night or Thursday morning) after the book was on sale to the general public as a pdf at the least.


Order 3458156 has been pending since 4/10/15, and the order states that the payment authorization expires 4/17/15.
Is there something wrong with the order?


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NerdOfTheYear wrote:

As a Tax Officer in real life, I now have a burning desire to build a Accountomancer for a campaign. Suggestions for class/alignment? I'd like to think I'm lawful good, but I know a lot of people would disagree about Accountomancers :P

Also, echoing everyone else: that goblin is super adorbs.

LN or LE Inquisitor of Abadar (Infiltrator Archetype)

Domains: (There seem to be a few that would work)
Conversion Inquisition (Get those deadbeats to be upstanding citizens who always pay their taxes early!)

Heresy Inquisition (Tax Havens?!?! NOT IN MY GOLARION!)

Inevitable (Death & Taxes)

Law (Maybe also pick up Profession: Barrister and go tax lawyer)

Order Inquisition (You always count EVERY LAST COIN)

Recovery Inquisition (Audit & Repossess)

Reformation Inquisition (Root out the corrupt tax collectors who skim off the top!)


I agree, I would add up all the damage and apply the DR as per Clustered Shots. The adamantine bullet would all go through, but the use of normal bullets would negate the usefulness of the adamantine bullet.

If the creature had hardness instead of DR, you would apply the full damage from the adamantine bullet and calculate damage for each normal bullet minus the hardness individually, Clustered Shots doesn't help against hardness, just DR.

The way I see it, the feat allows you to shoot arrows/bullets/bolts in a tight formation to overcome DR, it doesn't let you pull off a robin hood arrow in arrow in arrow every time you shoot.

The player was probably trying to do this to lower the cost of using adamantine bullets or more likely adamantine alchemical cartridges (paper). This is where that player should have paid 50g for an oil of abundant ammunition and not worry about shooting all his money into a robot.


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Are the paladins stealing your milk without asking or something?


ohako wrote:

Lemme see if I have this straight.

Say I've used wild shape to turn into a carnivorous crystal. When I punch a bad guy (or really anybody), my punch damage is the ludicrous 7d8. Now I cast strong jaw on myself, which means I go up 'two sizes' on that pseudopod.

1. 7d8 isn't on the chart, so I find the next highest number of d8s. That's 8d8.
2. Then I turn that into d6s. So 8d6.
3. Then because I'm going 'up two sizes', I go up four ranks on that chart, to 16d6.

a) is that right?

Average damage for the initial crystal fist (fystal?) is 31.5 per hit.
Average damage for the 'strong' attack is 56. K.

b) any chance we're going to be seeing some errata either
1. toning down the cave druid
2. toning down natural attack damage for Medium-sized oozes
3. making an ooze shape spell that the cave druid can use instead of bowdlerized beast shape?

Is it that much of a problem of a level 10 (minimum level to do this) to be able to have a single 16d6 attack each round? Average damage of 56 for a whole round at level 10 seems fairly weak to me, when you could have barbarian/AC/eidolon pounce or arcane blasting/magus doing much more than this in a single round.


Alexander Augunas wrote:
Woodoodoo wrote:
Seems like if I'm going style feats I might as well go MoMS just not sure what alternatives I would choose instead of the monk levels and those feats
The problem is that if you want to go barbarian, you can't go Master of Many Styles because of alignment restrictions.

He plans on bypassing that restriction with taking the adopted trait to get the enlightened warrior aasimar trait which allows you to be a N or NG monk.


Woodoodoo wrote:
Skylancer4 wrote:
Soup wrote:
I'm surprised that no one has brought up the fact that the claws are moot in the build no matter how you get them because claws are Bludgeoning and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.

It is covered by the rule of creatures being a certain size they get to use Dex instead of Str. It was actually in one of the posts in this thread (I believe it was in the one explaining how the build worked, I'm going to guess you skipped through and didn't read all the posts). It is a blanket rule to not overly penalize small creatures and make them completely useless in battle.

That being said, the only issue with this being PFS legal is the claws, which is why people are discussing it. For it to work as intended, the character needs to find a way to "activate" claws on demand via class ability or an item/ability that grants them that wouldn't be overridden by the polymorph effect.

Wait, what? Can you point that rule out to me Skylancer? I seem to have completely missed it in here. :o

I also would like to know. I had read almost every post prior posting to my comment and just reread the thread now. I was still unable to find what allowed the swashbuckler's special weapon finesse (and thus agile, piranha strike, etc.) to claws. If the feral combat training feat was taken and applied to claws, I could see it work though.


Woodoodoo wrote:
You can take the enlightened warrior aasimar trait through adopted BigNorseWolf! Yay barbarian/monk!

Ah, I didn't see this. An interesting trait.


How are you guys getting the claws to work with the mouser finesse? Claws are Bludgeoning and Slashing and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.
Also, you can't be a monk and a barbarian, monks must be lawful, barbarians must not be lawful.


I'm surprised that no one has brought up the fact that the claws are moot in the build no matter how you get them because claws are Bludgeoning and Slashing and not Piercing and therefore don't get the Weapon Finesse from Swashbuckler.


BPorter wrote:
Sean K Reynolds wrote:
BPorter wrote:
Kudaku wrote:
Stuff

I always assumed that the Andoran art (this is the same image as in the ISWG for Andoran) was an homage to Liberty Leading the People, which is one of the more famous paintings of the personified godess of liberty/freedom (many of which were also used by colonial and post-revolutionary USA as well as revolutionary France).


Duncan888 wrote:

GMs i play with often get frustrated by players with high AC in my games. So don't worry about ur ac when u can get dr 23/- . Still do great damage. Be extremely hard to affect with spells. And have pounce.

Human lvl 1 unbreakable fighter lvl 19 invulnerable rager 20 pt

Str 15+1@4,12,16
Dex 14
Con 17 +1@8
Cha 10
Int 10
Wis 11

Feats
1 racial heritage halfling
1 endurance
1 diehard
3 cautious fighter
RP superstitious
5 power attack
RP reckless abandon
7 improved unarmed strike
RP guarded life
9 dodge
RP beast totem lesser
11 improved stalwart
RP beast totem
13 crane style
RP beast totem greater
15 raging vitality
RP increased dr
17 heroic defiance
RP increased dr
19 heroic recovery
RP increased dr

Favored class 1/3 bonus to superstitious total bonus +6

You didn't take Stalwart prior to taking Improved Stalwart.


If you want to upgrade your Roc's armor more you could go with +1 Mithral Kikko Armor (for a large creature that is 5120g). Will give +6 armor bonus, +6 max dex, 0 armor penalty - so you don't ever need to spend feats on armor proficiency.

The +1 Darkleaf Lamellar Leather is nice and cheap too tho.

4/5

Darius Fundinn: Fey Foundling, Book Maker, Silver Crusader, Venture-Captain, is now at 13.2 after completing Eot10 last weekend.

(Male Snowborn Half-Elf, Life Oracle 4 / Hospitaler Warrior of the Holy Light Paladin of Magdh 4 / Holy Vindicator 5)


DesolateHarmony wrote:
A +3 Holy Adamantine weapon is about 53 000 gold pieces.

Yeah, 53000gp of Awesome. Plus he is Oath of Vengance, that screams Holy Weapon (to me). He could easily not go to +3 (stay at +1 maybe), and just use smite evil or hope power attack helps get damage through DR. His weapon is already Adamantine so he doesn't need to worry about DR/adamantine or Hardness 20 or less. But

With his Dex/Reach build, combat reflexes would be a great investment. He could even go for Fortuitous enhancement (+1 equiv.) from the Advanced Class Guide to make it so he can take a 2nd AoO on a target at a -5 to hit.


Ferious Thune wrote:
I didn't respond to the weapon question, because I don't really know the best answer. You'll be able to use Holy a lot more often, but it's an extra +1 enchantment over Bane, which is not an insignificant cost. I'd rather have a Holy weapon, if the cost isn't an issue.

I'd rather have a holy weapon as well. The bane thing I would only do if my PC was running into a specific type of enemy over and over and developed a hatred. A +3 Holy Adamantine [Weapon] overcomes any DR other than non DR/Good alignments.


If you have over 10 LoH/day you could think about getting the Feat Ultimate Mercy. Basically it gives the party free raise deads at the end of any scenario.

I also love the Deathless enhancement for Armor, Resist Energy 10 for any positive or negative energy damage to harm you, 25% chance to ignore any negative levels from an attack.


Depends on what your character has been encountering. Played in lots of scenarios with undead? Undead bane can be handy. Seen lots of demons/daemons/devils? Evil Outside bane probably will help out.
Now that they have Holy Weapon Balm (30g in the Advanced Class Guide), ghost touch weapons aren't that needed.
Don't forget that you can use your Divine Weapon Bond (not sure if you still have that) to make your weapon better as well (banes are +1 equivalent, so if you know what you are fighting, you can do an as needed bane with the bond).


In addition to the excellent options provided by previous posters, consider these if you don't feel like you need the Silver Smite Bracers:

Bracers of the Merciful Knight

Source Ultimate Equipment pg. 272

Aura moderate conjuration; CL 9th

Slot wrist; Price 15,600 gp; Weight 1 lb.

Description:
These golden bracers are engraved with images of celestial creatures. When worn by a paladin, he is considered four levels higher for the purposes of determining the uses per day and healing provided by his lay on hands class feature. Additionally, once per day, the wearer can infuse a use of lay on hands with additional power, providing relief as a lesser restoration spell.


I got my first case subscription, and though I like the sculpts and most of the painting (I agree with an earlier person that the face on the shifty noble woman was lacking), all of my City Watch Snipers (3) came with the bases separated and Haughty Avengers (3) came with their right arms detached from their bodies.

I think I like the 55 piece sets better, as like Skeld and others described their cases, there were tons of repeats (got 4~6 of many of the seemingly common mediums and larges).

My favorites are the Hill Giant Chief and the Pazuzu (whenever my Tengu drinks an enlarge potion, this will be my go-to mini!).


I saw the change and was wondering the same thing as the OP. After reading the thread, I would lean towards grey area for RAW, but probably it is not Intended to work in the way strong monks might want it to.

I have a slightly off-topic question that deals with Dragon Ferocity, if I were to use weapon finesse and have an agile AotMF and be in Dragon Style with Dragon Ferocity would I be correct in doing x2 Dex for the first attack and then x1.5 Dex for any other attack, as the agile quality uses Dex in place of Str?

4/5

Damanta wrote:

It's actually in the Pathfinder Society FAQ

FAQ wrote:
Animal companions of any type may not use manufactured weapons.
Since armor spikes are manufactured weapon, they are not allowed to use them.

Thanks, so I'll definitely save my idea for a home game then.

4/5

I'm not sure in that blog post where anyone definitively says that animals can't use weapons. I know that James Jacobs does say that he doesn't like animals being smart, but nothing about animals not using weapons. Jason Bulmahn seems to say that it is up to GMs to rule whether it is allowed or not.

Jason Bulmahn wrote:


2. Because we are dealing with something that has a real world analog (animal intelligence), it is pretty easy to get into heated debate about what an animal can and cannot do. Remember that we are running a game here, not trying to simulate every exact possibility of reality. That means that in some situations, the rules might not be able to properly replicate every situation without opening up the system to easy abuse. Some GMs will certainly view the weapon wielding animal companions in this way, which is why we left it open for GM interpretation (such as in PFS). I am going to let Hyrum and Mark make the call on this situation for PFS, based on their experience and vision for the Org Play program.

and

Jason Bulmahn wrote:


If you have questions about how animals work in PFS, I highly recommend you ask them in the PFS forum. Hyrum and Mark are going to pay a lot more attention to posts over there, and I am not fully qualified to answer such questions (and it helps keep design thoughts and theories from getting in the way of Org Play rulings).

and

Jason Bulmahn wrote:


In the end, if you want monkeys in your game wielding greatswords and using wands, thats fine. Its your game (Core Rulebook, page 9). The rules are relatively unclear so we left that door open at this time. Its not really what I envision the druid being about (and there are serious power balance issues to be considered, which is why many consider the druid to be terribly unbalanced), but for now anyway, the rules leave it open.

PFS, is another matter entirely, and I will not address it here.

Did any of Paizo's designers or the PFS leadership make a ruling somewhere not in the blog or in the blog's discussion thread?

I can understand not wanting ACs running around with swords or kukris, etc. I didn't think armor spikes would be necessarily different from an ACs nature of attacking, since it would be using it's body to attack.

I think I'll shelve my idea for a home campaign that I could convince the GM to let me use though, as having my AC build nixed by a GMs decision would probably be maddening.

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Any GM Glyphs to share?
Anything unusual about your character I should know?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions, great!

On the Slides (also linked in the header), you'll find space to add your character information and token and to set a general marching order.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.

It looks like we're in high tier with a level 1 character1. Remember the level 1 gets a level bump, and they can each choose two of the Mentor Boons their higher-level teammates have. So share your Mentor Boons too! (And go purchase them if you haven't. They're free, you just need 20 Reputation with any one faction!)

Have you played this before? Like many Repeatable scenarios, it has some variables so that it plays a little differently each time. If you remember how things played out before, let me know by spoiler boxes or PM and I'll try to make sure you see something different.

Feel free to start introducing your characters.


Pathfinder Provisions ◆◇↺

The spark of battle lights! With Cheliax sending the Hellknight Order of the Rack into Breachill and publicly executing several innocent citizens, the Steel Falcons of Andoran—an elite faction of the Eagle Knights—have decided to take a public stand and liberate the town. In preparation for this attack, Andira Marusek (serious female human Supreme Elect of Andoran) reached out to her contact in the Pathfinder Society, Venture-Captain Brackett (gregarious male human venture-captain) for some on the ground assistance, particularly in getting the civilians to safety.

But before we get to all of that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides and Macros linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so you have a chance to win a door prize and I can send your Chronicle later!

Or anything in particular I need to know about your character, such as Dubious Knowledge?
How do you feel about taking friendly fire?

This is a GameDay game, so you should be signed up on the spreadsheet before you come here. That also means we have a scheduled start date of September 4th.


Pathfinder Provisions ◆◇↺

Absalom Station is the heart of the galaxy thanks to the Starstone Reactor at its core, which acts as a hub for Drift travel. But life as a member of the Pact Worlds isn’t always easy! Over the past decade, the Pact Worlds have been hit by disaster after disaster, culminating in the recent explosion of the planet Aucturn, in truth a cosmic womb that birthed a nascent godling known as the Newborn. Representatives from the Absalom Station Foundation are hosting a live-streamed charity event to aid those affected by tragedy. This event is the Great Absalom Relay, and it’s shaping up to be the hottest charity event of the year, with viewers from throughout the Pact Worlds and Near Space tuning in.

A team of Starfinder Society field agents have been selected to participate.

But before we get to all of that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides and Macros linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so you have a chance to win a door prize and I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character, such as Dubious Knowledge?
How do you feel about taking friendly fire?

This is a GameDay game, so you should be signed up on the spreadsheet before you come here. That also means we have a scheduled start date of September 4th.


Pathfinder Provisions ◆◇↺

The adventure begins in the Aroden’s View district of Oppara, with the Pathfinders being ushered into the hidden basement of the Porthmos Club, a tea house and former temple to Shelyn that offers discreet meeting spaces. Past a door disguised as a wine rack, Lady Gloriana Morilla (CN female human aristocrat) waits in a meeting room outfitted with threadbare velvet chairs.

But before we get to that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides and Macros linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so you have a chance to win a door prize and I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character, such as Dubious Knowledge?
How do you feel about taking friendly fire?

This is a GameDay game, so you should be signed up on the spreadsheet before you come here. That also means we have a scheduled start date of September 4th.


Pathfinder Provisions ◆◇↺

The Seekers’ Quest is a large ship of the line with two lower gun decks mounting seventy-four guns, three square-rigged masts, and a crew of nearly 500 sailors dedicated to the Pathfinder Society. In many ways, she is the equal of nearly any vessel in the Inner Sea, and many of the more vicious pirate ships plying local seas. Over her years in Pathfinder service, she’s been captained by four of the most prestigious sailors allied with the Pathfinder Society and today is no different.

But before we get to that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Please fill out the Slides (linked above) with your character's token and information and your marching order.

Remember that while you can get Starfinder Society credit for this adventure, it's not actually a Society scenario. That means the character you play in this game doesn't have to be the same as the Society character getting credit. Make sure RPG Chronicles is filled out for your SFS character's information, who can be any level (although that's probably a moot point right now).

And, uh, that's about it. Go ahead and dot in or introduce your characters.


Pathfinder Provisions ◆◇↺

Nova Rush would be a nice ship—if you weren’t locked in the brig! You were captured by pirates a week ago, and your life since has become a monotonous nightmare. The food’s bland, time passes at a crawl, pirates are constantly threatening to hurt you, and you’ve all got to share a makeshift cell. You know who to blame for your troubles: Captain Phaedra Firestorm! She’s been digging into your past, trying to determine if you’re worth more alive or dead. Time is running short.
You’ve got to escape!

...but before we get to that, why don't you introduce yourselves?

The player characters (PCs) begin the adventure as prisoners, locked away in the brig. The players should start by describing their PCs and determining how they were captured. Were they members of Nova Rush’s original crew, scientists abducted from a laboratory in the Diaspora, passengers on another starship Captain Firestorm scuttled, or insubordinate pirates locked up for insolence? It’s up to them!

Grand Lodge

I just encountered something pretty strange...

One of my PFS characters just leveled up. I play pbp on the forums, so I keep a full character sheet in my character profiles. I edited that character's profile for the level up, clicked "Save" and... landed on a different character's profile? Which had been overwritten with the information I just saved. The profile I was editing was unchanged.

For a moment I thought it was user error, that I'd opened the wrong profile--but that doesn't make any sense. I didn't completely rewrite it, just updated numbers and added a couple things. None of that information was in the other character's profile to begin with. If I'd edited the wrong one, it wouldn't have had that.
I definitely started editing the correct profile, and then the save button saved the edit to a different one.


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character?
How do you feel about taking friendly fire?

This is a PaizoCon game, so you should be signed up on Warhorn before you come here. That also means we have a scheduled start date of May 27th.

Finally, roll a d20. Anyone who rolls a 19 or 20 wins a $15 paizo.com gift voucher!
Prize?: 1d20 ⇒ 3


Pathfinder Provisions ◆◇↺

The adventure begins as the Pathfinders are called to a private briefing room by Csilla, Eliza Petulengro, and Eando Kline.


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character?
How do you feel about taking friendly fire?

This is a PaizoCon game, so you should be signed up on Warhorn before you come here. That also means we have a scheduled start date of May 27th.

Finally, roll a d20. Anyone who rolls a 19 or 20 wins a $15 paizo.com gift voucher!
Prize?: 1d20 ⇒ 14


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The adventure begins with the Pathfinders arriving and meeting up in the town of Pimatsih, located deep in Sarkoris.


Pathfinder Provisions ◆◇↺

Somehow, [Nemesis] has returned.


Pathfinder Provisions ◆◇↺

Curtain Call Players' Guide

Character creation basics:

You start at level 11. All ancestries and classes are available, but anything else Uncommon or Rare please run by me. Nothing Unholy.

You start with the following equipment:
• One 10th-level item
• Two 9th-level items
• One 8th-level item
• Two 7th-level items
• 500 gp to spend on consumable items of 10th level or lower, or permanent items of 6th level or lower, as you see fit.

We will use the Free Archetype variant. Note that Curtain Call features some "Operatic Feats," which are high-level class feats added to the Acrobat, Celebrity, Dandy, and/or Gladiator Archetypes. They're all 12th level or higher so you don't have to worry about them now, but know those are available if you take any of those Archetypes.

The basic premise of Curtain Call is that you're producing an opera telling the true-ish story of your own greatest adventure, so the party is already established and at least a little famous.
Each character gains one of the Persona Traits (Flirt, Guardian, Leader, Scholar, Scoundrel, Underdog, Warrior, Wildcard), which represents how the public perceives them. It may be accurate, it may be a public persona they've intentionally developed, it may be wildly inaccurate--that's up to you.
Group project! There's also a section in the Players' Guide about establishing your party's legend if you're building new 11th-level characters for this adventure path (as we are). Most importantly: Who was your Nemesis?
I'll reproduce it here:

Documenting Your Party's Legend:
Working with your GM and the other players, come up with answers to the following questions. If you or another player thinks up an additional idea or element that would make sense as part of your legend, work with the other players and the GM to figure out how to integrate that expansion into one of the answers below as needed.

1. HOW DID YOU MEET?
The classic answer here is that you all first met in a tavern, but other locations might help to build your group’s unique history from the outset.
You might have met after...
• ...being shipwrecked on a dangerous shore far from home.
• ...being captured by enemies and escaping prison into a mysterious ruin.
• ...you all enrolled in school and decided to investigate a strange local legend.
• ...the ship or caravan you were traveling with was attacked, leaving you as the sole survivors.
• ...one of you inherited or discovered an old deed or treasure map, so you gathered friends to investigate.
• ...deciding that since you all grew up together, why not form an adventuring group?

2. WHERE WAS YOUR FIRST ADVENTURE?
Every story starts somewhere. You should decide what part of the world your adventures began in, as this decision can help you answer several questions to come. But perhaps more importantly, what about your first adventure was so memorable that it was an unforgettable experience?
Your first adventure’s memorable location might have been a...
• ...haunted house perched on the edge of a crumbling cliff.
• ...mysterious shipwreck lodged on the rocks below a long-abandoned lighthouse.
• ...long-forgotten alchemist’s or occultist’s laboratory under the town mayor’s home.
• ...notorious ghost town in the wilderness whose mysteries could no longer be resisted.
• ...confusing underground network of rope bridges, mine carts, and twisting caverns accessed by the town well that recently went dry.
• ...strange temple that suddenly appeared in the nearby swamp when no such structure was there before.

3. HOW DID THIS SET YOU ON YOUR PATH?
From small beginnings, the greatest stories emerge. Your first adventure may have seemed like a little thing when you started, but something you uncovered during it drew you into a complex and dangerous series of events that put you in the immediate path of dangerous foe.
The unexpected plot twist you discovered in that first adventure could have been a...
• ...sinister conspiracy of cultists or criminals who were using the adventure site as a secret headquarters and who have hidden agents in your hometown.
• ...trap set by someone you thought was an ally, and who in fact was working for a dangerous enemy who no one knew was active.
• ...place with a hidden room that revealed information that, upon researching further, pointed toward an imminent threat to the area.
• ...battleground where you had to negotiate between bickering factions, one of which served a much more powerful creature whose plans for the region must be thwarted.
• ...dying prisoner or hapless soul whom you rescued from a terrible fate and who, as they perished, set your group up as the agents to finish their quest.
• ...mysterious map or poem that leads the way to a great treasure or powerful weapon that, if you don’t find it first, will fall into enemy hands.

4. WHO WAS YOUR NEMESIS?
Your Nemesis was a powerful foe who served as the leader and primary instigator of all the dangers and perils that your party soon faced. When coming up with a Nemesis, consider having them be something humanoid in shape and size—larger, more monstrous foes might result in additional complications in portraying them on a stage, but at the same time, your group might be intrigued by the additional complexity of having something like a dragon or a giant as your nemesis.
Your Nemesis might have been a...
• ...sinister undead spellcaster or general from a long-forgotten conflict who was eager to reclaim lost glory or lands.
• ...shapechanging manipulator of society and member of a truly alien ancestry bent on twisting your hometown into something awful.
• ...cruel and sadistic cultist in thrall to a fiendish demigod, perhaps seeking a way to call their god to this world to bring ruin to their enemies.
• ...mischievous fey prankster whose sense of fun led to destruction, or whose pursuit of nonsensical whimsies enabled unexpected devastation.
• ...bitter and misunderstood antihero who became corrupted by a need for revenge.
• ...person in a minor position of power who seeks to gain greater control over society to sate their own personal desires or obsessions.

5. WHAT WAS YOUR NEMESIS’S PLAN?
Your Nemesis had to be defeated before a nefarious plan came to fruition.
That plan was to...
• ...seek revenge against your party or your allies for crimes (perceived or imagined) committed against them or their ancestors in the past.
• ...sate the cruel hunger of a more powerful creature or supernatural force to whom they owed their faith or allegiance.
• ...escape from a powerful prison that they had been trapped within and from which they were forced to manipulate foes from afar.
• ...capture the attention of a capricious monster or potential paramour by doing something deadly and destructive that would appeal to their obsession’s nature.
• ...recover or discover a powerful magical weapon or gain access to a source of great wealth, all to increase their own power.
• ...become the ruler of your hometown or some place they hold dear in order to ravage it of its resources or simply to see it burn.

6. WHAT MINIONS DID YOUR NEMESIS EMPLOY?
Your Nemesis used a specific type of creature as a favored agent, foes that when you encountered them confirmed to you that you were on the right trail in tracking down your foe.
Choose a specific category of monster (such as demons, the Dominion of the Black, elementals, ghouls, or werecreatures--something that has a fair variety of options to choose from among creatures of 7th or lower level) or villainous role (such as evil cultists, warmongering soldiers, murderous criminals, corrupted officials, or mind-controlled proxies).

7. WHAT TREASURES DID YOUR GROUP DISCOVER?
In your quest to defeat your Nemesis’s plan, you may have sought out a powerful treasure or resource that would give you an advantage against your foe. Alternately, your Nemesis might be the one in control of this treasure or resource, and you had to engineer a way to deny your Nemesis this advantage before finally confronting them.
The greatest treasure or resource your group discovered was a...
• ...magical and intelligent item whose knowledge of the Nemesis was key to their defeat.
• ...rare and fabulous material that plays a key role in undermining the Nemesis’s power.
• ...long-forgotten ritual that, when properly performed, granted you the advantage you needed to prevail.
• ...strange crystal or other device that contained your own stolen memories and that, when reclaimed, granted you strange powers against your foe.
• ...promise of support from a powerful enemy of your enemy, or the attention of a divine being eager to see your Nemesis fail.
• ...complicated agreement with a rival faction or group whose resources and members promised to aid you in your fight.

8. WHERE DID YOU CONFRONT YOUR NEMESIS?
In the end, you managed to track down your Nemesis and confronted them in their own lair.
Your Nemesis dwelt...
• ...on the bottom level of a dangerous megadungeon.
• ...in a sprawling structure at the heart of a city.
• ...aboard a vast vessel capable of some strange form of locomotion.
• ...within an extradimensional space or demiplane built to cater to their whims and desires.
• ...in a hidden site accessed by a room or tunnel secret door found in the very first adventure site you explored.
• ...in a fortress found on a remote mountainside or deep within a dangerous woodland that was surrounded by perilous terrain.

9. WHAT WAS THE FATE OF YOUR NEMESIS?
Whether you confronted your Nemesis in personal combat, on the field of battle with factions aiding at your side, or in a complicated bit of trickery or political outmaneuvering, in the end, you won. But what happened to your Nemesis?
Your Nemesis...
• ...was slain in battle, but their body was lost or destroyed (either as a direct result of that final fight, or at some point after that fight).
• ...was imprisoned, either by the local law or a supernatural force.
• ...managed to escape but lost everything when they had to leave behind so much of what they’d built up.
• ...was defeated, and then a supernatural force to which they had made unwise promises arrived to take them away for punishment.
• ...was transformed into something harmless, such as a statue or a gibbering wreck.
• ...surrendered when all hope was lost but then managed to somehow escape from justice at the last minute at some point after you left them to their fate.

10. WHAT WERE YOUR HEROIC DEEDS?
Each player should think back over the answers to the previous nine questions and single out one specific heroic deed they accomplished in the face of impossible odds. Think of these as unexpected glories you might have attained with a perfectly timed natural 20 on a die roll, or a point where a complex plan you came up with finally paid off, or simply a bit of luck where your PC happened to be in the right place at the right time. Each of these deeds should be events that led up to your final confrontation with your Nemesis, and not something that happened in that final conflict.

11. HOW DO YOU THINK OF YOUR GROUP?
Finally, after considering the answers you’ve come up with for the previous 10 questions, you should consider what operatic theme your group and adventurers most closely match. Choosing your opera’s theme will become important later on. Though you won’t be bound by any choices you make here, by thinking about these three themes from the start, you’ll find it easier to make that choice during play as a group when the time comes.
Comedic: If your adventures had a light-hearted tone, were small in scale and didn’t involve lots of travel, included elements of humor or romance, saw you facing a whimsical or mischievous nemesis, and ended, overall, on an upbeat and happy note, then they would work well as the story for a comedic opera.
Dramatic: If your adventures had a somber or serious tone, involved interactions with many other characters with complex personalities and plots of their own, included elements of tragedy or horror, saw you facing a sadistic or frightening nemesis, and ended, overall, on a dour or grim note, then they would work well as the story for a dramatic opera.
Spectacular: If your adventures had an epic flair to them; were large in scale and involved travel to foreign, famous, or infamous sites; included elements of action and significant regional threats; saw you facing a strange or enormous nemesis; and ended, overall, in a grand battle in a sprawling site, then they would work well as the story for a spectacular opera.


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character?
How do you feel about taking friendly fire?

This is a Outpost game, so you should be signed up on the spreadsheet before you come here. That also means we have a scheduled start date of March 2nd.


Pathfinder Provisions ◆◇↺

Please dot in.


1 person marked this as a favorite.
Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above. Sign in on the RPG Chronicles sheet--make sure to include an e-mail address so I can send your Chronicle later!

Any GM Glyphs?
Or anything in particular I need to know about your character?
How do you feel about taking friendly fire?

This is a Outpost game, so you should be signed up on the spreadsheet before you come here. That also means we have a scheduled start date of March 2nd.


Pathfinder Provisions ◆◇↺

Please dot in.


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above.

Any GM Glyphs?
Or anything in particular I need to know about your character?
How do you feel about taking friendly fire?


Pathfinder Provisions ◆◇↺

The sage Amenopheus has a long history with the Pathfinder Society and was at one point a member and prominent influence in the now-retired Scarab Sages faction. After his time with the Society, Amenopheus retired to the city of Sothis, capital of Osirion. Here he took a position as a consultant to the Osiriani government, performing research.

The Pathfinders received a message which detailed a request from Amenopheus looking for a handful of individuals who can help him locate and retrieve missing goods, with some discretion. The selected team of Pathfinder field agents meet with Amenopheus in a small tea shop named the Golden Palm.

The tea shop is filled with lively conversation as dozens of Sothis’s citizens enjoy their midday refreshments. An older human man, Amenopheus sits at a small table in a far corner just beyond the sight of the other patrons. The man picks at a pastry that has been mostly falling away to crumbs. He looks up and puts on a relieved smile.

But before we get to that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Please dot in or introduce your character, and fill out the Slides linked above.

Any GM Glyphs?
Or anything in particular I need to know about your character?

We're well into high tier, so our level 1 characters receive a level bump. Make sure to share your Mentor Boons!

Rainzax, your playtest character is level 3, but did you want a level 1 or level 3 Chronicle for your proxy character?


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Our adventure begins early in the morning in Sakakabe, a port town in Sankyō-dai Province in Minkai. The Pathfinders know they’ve been tasked with helping Venture-Captain Kukuha Mukai at the Three Gates Lodge on the island of Kayajima. Their task is to assist the venture captain with inspecting the eponymous gates on the island and upkeeping their connection to local ley lines that helps keep the lodge secure. All of this information is noted in a letter from the venture captain.

A letter from Kukuha Mukai wrote:

Greetings, Pathfinder!

I hope this letter finds you well. I’ve chosen you to be the part of the next group that will help me with some tasks at the Three Gates Lodge in Minkai. The lodge has been in place for several years now, and part of its regular maintenance requires upkeeping a powerful ritual that creates magical wards to protect it. To do so, we must visit three special gates near the lodge, arrange special ritual components around them, and complete a unique ritual to refresh the wards by harnessing the power of ley lines that run beneath the island of Kayajima (where the lodge is located). This process is generally a simple matter that takes the better part of an afternoon, but I’ve found it to be a good opportunity to meet newer Pathfinders and for these Pathfinders to meet each other.

I’ve secured passage to transport you to the town of Sakakabe, which is the port closest to Kayajima. There, you’ll meet Captain Masuhei Okonase, a good friend of mine and a former Pathfinder, and he will transport you the rest of the way to the lodge. Once you’re here, I’ll fill you in on the rest of the details you need to complete this task. I expect to have a pleasant time with your help, and I look forward to meeting you and the rest of your group.
Until then,
—Venture-Captain Kukuha Mukai

The party is waiting for their transportation from Sakakabe to Kayajima. The Pathfinders can make their introductions and purchase any basic equipment or gear they would like while they wait.


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So, what kind of characters are you bringing?
Let me know when you're ready.


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For millennia, a virtually impenetrable energy shield has surrounded the planet known as Birnam’s Bubble. Explorers have glimpsed pristine settlements and verdant flora through the barrier, though they’ve seen no fauna or sapient life of any kind and haven’t discovered any explanation for the abandoned cities, powerful energy shield, or automated satellite defenses. The church of Weydan, god of discovery and exploration, routinely monitors the planet, but surveyors have been unable to penetrate the barrier or investigate the missing civilization.

As in many other parts of the galaxy, the Drift Crisis changed everything for Birnam’s Bubble. Now, the energy barrier cracks like shattering glass, and shards of this solidified energy fall to the planet’s surface, causing significant destruction. In response, the church of Weydan has spared no cost in rapidly deploying survey teams to gather what data and artifacts they can before all knowledge of the planet’s missing civilization is lost.

Our story begins as one such team, aboard the Stylus of Destiny (one of several Weydanite temple-starships now in orbit around Birnam’s Bubble) approaches their designated survey site in a verdant jungle a few miles from an empty settlement. A transmission from Captain Expedite-8 (orderly female android priest of Weydan)[ooc] relays the party’s mission to their comm units.

But before we get to that, why don't you introduce yourselves?

[ooc]Or dot in to get started.


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Like many Repeatable scenarios, this one has variable elements. So, if you've played it before, can you tell me what Stella Fane's favorite bar is? If possible, I'll pick a different one.

Please dot in or introduce your character, and fill out the Slides linked above.

Any GM Glyphs?
Or anything in particular I need to know about your character?


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Venture-Captain Calisro Benarry invites the Pathfinder agents to meet her at the helm of the Glorious Payoff, where she navigates the vessel down the Garundi coast. This crew has been traveling together for several days now and have had ample time to get acquainted.

So, before we begin, why don't you introduce yourselves?


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Discussion thread.

Go ahead and dot into Gameplay, and talk about your characters here.


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A vesk in a faded tracksuit rises from a crouch, a sly grin creeping across his face—Julzakama. He waves a credstick in one hand, the gold chains glistening around his neck in the streetlight. “Looking for work?” he asks. “Got a job for you. I just acquired a freighter with a colorful past—a great investment opportunity, the listing said, which means it’s a fixer-upper. The deal I got was maybe too good to be true. Word on the Ring is my guy towed it in from Azlanti space. Could be a big payday for salvage, but I’m up to my horns in other work and need somebody to clear it out. Help me catalog the assets. If you want in, take a shuttle up to the Armada. Use my passcode to get past the impound lock and clear out any dangers that survived quarantine. You’ll get a primo cut of salvage, of course, and a little something extra for the trouble.”


Pathfinder Provisions ◆◇↺

Please fill out RPG Chronicles and enter your information on the Slides (both will be linked above) prior to the start of Gameday on September 8th.

Any GM Glyphs to share, or anything else I should know about your character before we begin?

Feel free to start introducing your characters in the Gameplay thread.


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Please dot in.


Pathfinder Provisions ◆◇↺

For discussion.


Pathfinder Provisions ◆◇↺

Please dot in.


Pathfinder Provisions ◆◇↺

Please fill out RPG Chronicles and enter your information on the Slides (both will be linked above) prior to the start of Gameday on September 8th.

Any GM Glyphs to share, or anything else I should know about your character before we begin?

Feel free to start introducing your characters in the Gameplay thread.


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Please dot in.


Pathfinder Provisions ◆◇↺

Choose your character!


Pathfinder Provisions ◆◇↺

Egorian is the capital city of the devil-worshipping nation of Cheliax, but that doesn’t mean there isn’t whimsy to be found there. While the many buildings situated within Egorian’s newer districts—including several temples to Asmodeus—are topped with gothic towers and iron spikes, the structures in the city’s older sections are less imposing, with simple stone walls and thatched roofs. The quaintest location in these cozy neighborhoods is a locally famous toyshop called The Terrific Toybox. Owned by toy maker Gettorio Galla, the establishment has an interesting secret: the building was constructed atop an underground source of occult magic that occasionally seeps up into the basement workshop and brings Gettorio’s toys to life as poppets!

Like his mother before him and her father before her, Gettorio knows that his creations sometimes come to life, though he doesn’t fully understand the cause. Most of these poppets go out into the larger world to lead full lives, but some remain at The Terrific Toybox as permanent residents. Gettorio is happy to share his home with those he considers his children. In return, the poppets keep the shop clean, run small errands, and even keep watch over the establishment at night.

Not long ago, corrupt banker and diabolic dabbler Baron Falgrimous Vreen discovered The Terrific Toybox’s secret. The greedy man wanted the power for himself and so he exploited a loophole in Egorian’s property laws to acquire the rights to the land the toyshop was built on. In a display of utter contempt, Vreen served Gettorio his eviction notice in person, showing the toy maker the land deed as proof of his legal standing. Little did Vreen realize that several poppets—quite loyal to Gettorio—witnessed the interaction and began to formulate a plan to retrieve the deed before The Terrific Toybox is shuttered forever!


Pathfinder Provisions ◆◇↺

Anything unusual mechanics for your character I should know about (Dubious Knowledge, That's Odd, etc.)?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions in your profile, great!

On the Slides (linked in the header), you'll find space to add your character information and token and to set a general marching order. If you have a token, go ahead and add it. We can use your forum avatar if you don't have any other token art you prefer.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.

Any GM Glyphs to distribute?


Pathfinder Provisions ◆◇↺

Our adventure begins in the Events Hall of the Grand Lodge a few hours after midday, as the festivities are in full swing. The hallways are chock full of agents and guests filing in and out, jovially introducing themselves, discussing recent ventures, and swapping stories. In one of the offices of the Envoy’s Alliance faction lounge, a team gathers at the behest of Fola Barun (CG female half-elf ambassador). Fola and several other familiar agents are in the middle of undoing and resewing some gilded letters stitched onto a large green banner when the field agents arrive. She momentarily stops her needlework to greet them.

But before we get to that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

Anything unusual mechanics for your character I should know about (Dubious Knowledge, That's Odd, etc.)?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions in your profile, great!

On the Slides (linked in the header), you'll find space to add your character information and token and to set a general marching order. If you have a token, go ahead and add it. We can use your forum avatar if you don't have any other token art you prefer.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.

Any GM Glyphs to distribute?

Looks like we're in high tier with a level 1 character. Make sure to share your Mentor Boons!


Pathfinder Provisions ◆◇↺

The Pathfinders arrive with Kreighton Shaine (inscrutable male elf scrollmaster), having traveled to the city of Nantambu via riverboat. As they disembark at the Speaker’s Stage on the western edge of the Magaambya, the Scrollmaster herds the group toward a similarly-sized group that’s waiting on the dock. Shaine asks the field agents to give him a moment while he speaks with his counterpart, Takulu Ot (friendly male human Cascade-Bearer teacher).

The two instructors have a brief exchange off to the side with pleasantries and expectations being discussed. Takulu Ot has brought an equal number of Magaambya students as there are Pathfinder agents.

But before we get to them, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

This is a PaizoCon game! Make sure you have a ticket for this session before joining.

Anything unusual mechanics for your character I should know about (Dubious Knowledge, That's Odd, etc.)?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions in your profile, great!

Please sign in on RPG Chronicles (linked in the header). Make sure to include some contact information so that I can send your Chronicle after the game.

On the Slides (also linked in the header), you'll find space to add your character information and token and to set a general marching order. If you have a token, go ahead and add it. We can use your forum avatar if you don't have any other token art you prefer.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.

Any GM Glyphs to distribute?

Roll for prizes! That's normally done after the session, but for pbp games we're asked to roll in advance so I can report any winners. Roll a d20, and on a 19 or 20 you can receive a $15 paizo.com gift voucher. You must give an e-mail address to receive a prize.
Prizes!: 1d20 ⇒ 1 No win for me, but maybe you'll get luckier!


Pathfinder Provisions ◆◇↺

This adventure begins with the Pathfinders aboard the Saranggola, a paraw boat owned by Arong Magsanay, a native Minatan and the field agents’ guide to Binoco Isle. Before setting sail, Arong enthusiastically introduces himself while giving each Pathfinder a high five, or a respectful wave should someone refuse or seem uncomfortable. He then passes over a parcel containing the following: a brief from Valashinaz, a letter from Taiwalei, and a bag of holding (type II).

Handout #1: Mission Brief from Valashinez:
Pathfinders,

I, Valashinaz, officially task you with the retrieval of a portion of my hoard in the Temple to Valashinaz near the center of Binoco Isle. This trove boasts a potent glyph of warding to deter thievery. However, you have my permission to deactivate the enchantment. Utter the following phrase in Tien: “To wit or wise, to value without understanding is to have none at all.” This hoard contains an abundant collection of skymetals, so to facilitate its movement, I have provided one bag of holding to be utilized during this mission for the convenience of all parties involved. Once you have acquired my treasure, deliver it to my assistant, Purepurin, at your earliest behest.

May you succeed.

—Valashinaz

Handout #2: A friendly letter from Taiwalei:
Dear fellow Pathfinders,

I hope this letter finds you well as ready to sail for Binoco Isle. While I give this advice to all willing to receive it, I’d hope those less familiar with island adventuring will be especially open to my words.

Avoid meddling with your guide’s vessel unless asked; trust and calmness during the voyage will go a long way. There’s no shame in admitting when seasickness is about to take you; this openness will only allow those around you to better prepare.

Perhaps above all else, we must remember that just as we are explorers, we’re also visitors who must respect the places we tread. This is particularly important in these self-contained islands. Strive to leave no greater a footprint of your presence than is necessary to your mission. To those inclined to alter the battlefield with fire and similarly destructive elements, note the presence of (non-hostile) fauna and flora as you go about adventuring.

And, given the appropriate circumstances, I hope you take joy and come to appreciate the sights that await you among the islands of the Okaiyo.

To your best efforts,
Taiwalei

But before we get to that, why don't you introduce yourselves?

Feel free to dot in.


Pathfinder Provisions ◆◇↺

This is a PaizoCon game! Make sure you have a ticket for this session before joining.

Anything unusual mechanics for your character I should know about (Dubious Knowledge, That's Odd, etc.)?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions in your profile, great!

Please sign in on RPG Chronicles (linked in the header). Make sure to include some contact information so that I can send your Chronicle after the game.

On the Slides (also linked in the header), you'll find space to add your character information and token and to set a general marching order. If you have a token, go ahead and add it. We can use your forum avatar if you don't have any other token art you prefer.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.

Any GM Glyphs to distribute?

Roll for prizes! That's normally done after the session, but for pbp games we're asked to roll in advance so I can report any winners. Roll a d20, and on a 19 or 20 you can receive a $15 paizo.com gift voucher. You must give an e-mail address to receive a prize.
Prizes!: 1d20 ⇒ 11 No win for me, but maybe you'll get luckier!


Pathfinder Provisions ◆◇↺

A brisk wind cuts across the deck of the Grinning Pixie, the impressive, three-masted carrack that serves as one of the Pathfinder Society’s most famous mobile lodges. Venture-Captain Eras the Needle, a half-elven man who looks as much a scholar as a sailor, greets the agents assembled on the ship’s sterncastle with a calm smile. Beside him stands Venture-Captain Calisro Benarry, a half orc woman equally dressed in the outfit of a seasoned captain. She’s tapping her foot impatiently and seems about to start the briefing herself when Eras clears his throat.

“Welcome aboard Pathfinders,” Eras begins.

But before we get to that, why don't you introduce yourselves.

Feel free to dot in.


Pathfinder Provisions ◆◇↺

Have you played/GMed/read this before?
Anything unusual mechanics for your character I should know about (Dubious Knowledge, That's Odd, etc.)?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I may bot you. I will not use any consumable resources unless asked. If you'd like to share some bot instructions in your profile, great!

On the Slides (also linked in the header), you'll find space to add your character information and token and to set a general marching order.
There's some information and images for you there, as well.

Make sure there's a character sheet accessible in your profile.


Pathfinder Provisions ◆◇↺

The Pathfinders gather in Iceferry, where they meet with Venture-Captain Bjersig Torrsen. Venture-Captain Torrsen is deaf, and his service dog Mahki alerts him to the presence of visitors or sounds of danger.

The field agents are greeted by a gnome named Lirall, who prominently wears a wayfinder. After letting the Pathfinders into the Lodge, she selects one cord labeled “Office” from a bundle of colored cords near the door. The loud howl from a dog echoes throughout the building, followed by a trio of scampering, blue-skinned goblins dashing down the hall. A large husky bursts into the hallway, snarling at the goblins until a tall half-orc emerges a moment later and lays a calming hand on her back. He gestures for the Pathfinders to follow him into a meeting room, seemingly ignoring the goblins.

But before we get to all of that, why don't you introduce yourselves?


Pathfinder Provisions ◆◇↺

This game is part of Outpost VII. Don't sign up here--sign up here first!

Any GM Glyphs to share?
Anything unusual about your character I should know?

In the event that a player is expected for more than 24 hours in combat or another situation where we're waiting on that person, I will bot that character. I will not use any consumable resources unless asked. If you'd like to share some bot instructions, please include them in your profile!

On the Slides (also linked in the header), you'll find space to add your character information and token and to set a general marching order.
Please also fill out RPGChronicles. Paizo is offering door prizes for the con, but you must include an email address on RPGChronicles to be eligible to win.

Make sure there's a character sheet accessible in your profile.

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