Search Posts
In the cosmopolitan trading city of Kibwe, at the edge of the Mwangi Expanse, innocent people struck by a terrible curse known as the slithering are melting into malevolent oozes. The heroes are at the epicenter of this slimy curse and might be the only ones capable of recovering the ancient magic required to break it. Tracking the course of the slithering through Kibwe's colorful markets and shrines, the heroes must untangle the curse's origin and discover the role the nefarious Aspis Consortium plays in the unfolding conspiracy. The mysteries the heroes uncover might usher in a new era of plenty and prosperity for Kibwe, if the heroes can survive the slithering to experience it! The Slithering is a deluxe adventure for 5th-level characters written by Ron Lundeen. Featuring terrifying new monsters, repulsive new rules and magic items, and an in-depth look at one of the most exciting cities in the jungle-choked Mwangi Expanse, The Slithering provides a wealth of secrets and dangers! Be sure to check out the Flip-Mat for this adventure here! I am planning on running this module over the next month or so. I am running it over Virtual Tabletop via Google Slides and Discord for chatting and dice-rolling. This will be for PFS credit. Likely will take over on the weekend on sundays or a saturday or two. I plan on finishing in 3-4 sessions but it may take a little longer. I plan on starting this weekend if possible. Inquire here!
The Sarkoris Scar still aches from the recently closed Worldwound, but that hasn't stopped the Pathfinder Society and their allies in the Farheavens Clan from maintaining their efforts to reclaim the Sarkorians' ancestral homelands. At a trading post near the southern border of the Sarkoris Scar, the PCs meet their contact from the Farheavens but not all is as it seems. The PCs and their allies will need to unravel the twisted skeins of an infernal plot if they have any hope of avoiding becoming the next victims of a fiendish spirit. This adventure was concepted at Paizo's Adventure Design Workshop panel during GenCon 2019. Written by: Jenny Jarzabski Scenario tags: Faction (Vigilant Seal) This is the recruitment thread for PFS #1-13 Devil at the Crossroads as part of PbP Gameday IX. Start Date
Seating
Game Expectations
And I will need this information.
The newly formed hobgoblin nation of Oprak has reached out to the Pathfinder Society in the name of diplomacy. Mindful of the aid Oprak could provide against the threat of the Whispering Tyrant, the Society has dispatched the PCs to escort a trial squad of hobgoblin recruits and run them through some in-the-field Pathfinder training. Will the Iolite Squad be the first in a new wave of Pathfinders, or are Oprak’s attempts at diplomacy doomed to go up in smoke? Written by: Mike Kimmel A Pathfinder Society Scenario designed for levels 3–6 (subtiers 3–4 and 5–6). I'm looking for 3 more PCs to play this as I already have 1-2 spots filled. Applications
Deadline
Expectations
Greetings pathfinders! As per the title, I am looking to recruit a team to embark on 1 or both of these quests. Quest#3: Grehunde's Gorget
Applications
Deadline
Expectations
Male Human(Amazing)
It is the 20th day of the 9th month which marks the 1st day of the Thesmophoria. What used to be a festival all about fertility only attended by women, it has also become a celebration of the incoming harvest where all are welcome. There are games of skill and chance, stalls where vendors can sell their wares and of course food! The main attractions of this holiday week are the new and exciting recipes from all over Greece and even the world for people to try. While most offerings are typical greek fair such as gyros, falafel, and delicious kabobs, a few stalls stand out among the crowd. There is a stall where a swarthy foreigner has cups of a dark liquid with a single word sign: Coffee! Another stall is tended to by a bushy mustachioed man with a giant pot with a red liquid covering what looks to be some pearl colored strands with chunks of meat. The sign reads: Spaghetti! A third stall has a slender golden skinned man carefully slicing fish and placing it over rice. The sign reads: Sushi! The last interesting stall has a pale mustachioed man with blond hair cooking up patties of meat and putting them between pieces of bread. The sign reads: Hamburgers! The games are also varied this year and have more offerings than previous years with even more prices. There is a booth where contestants throw darts at a board for points. There is a line of strong girthy men and women waiting to strike board to ring a bell. There is a stall where children are throwing rings. There is also an area where a group of stalwart young adults are shooting a crossbow at moving wooden targets. Lastly, the most crowded game has a sign that reads: Whack-a-Pixie! And much like previous years, Madame Cassandra(not that one) has returned to read palms and tell fortunes. So this part is sandboxy and requires you guys to drive things.
This is the story of a time long ago, a time of myth and legend. The gods used to be petty and cruel plaguing mankind with suffering. However, that time has long passed. The gods themselves have grown out of their petty squabbles and feuds and have realized that they were wasting their gifts. The gods are far closer to politicians than the lords they were in the time of old but no less powerful. In fact the gods themselves now live on Earth in the Hall of Olympieion. The building is less of a temple and more like a government building. The campaign takes place on ancient earth and will mostly center around the country of Greece and its neighboring countries. I will keep recruitment up until 8-28(Wednesday). I am looking for a party of 4-5 people for a fairly long term adventure. I plan to be in it for the long haul so I expect the same out of my players. It is going to be a little sandboxy with an overarching metaplot. Classes: Any Paizo Class and archetype though I have changed a number of feats and classes(See Houserules)
When the necromancer-king Tar-Baphon rose as a lich and threatened to conquer all of Avistan, Taldor rallied its neighbors and led the Shining Crusade, a glorious campaign that defeated the Whispering Tyrant’s armies and sealed him away. For the better part of a millennium, Lastwall has guarded Tar-Baphon’s prison and fended off the orc tribes to the north, rarely sparing a second thought to the rich archaeological secrets that lie just below the soil. A local venture-captain has found a lost chapter to the Tome of Righteous Repose, which chronicles the demise of countless heroes of the Shining Crusade. At long last, this has earned the Society Lastwall’s blessing to uncover these lost sites, lay to rest the fallen crusaders, and repatriate the family heirlooms they carried to battle. "From the Tome of Righteous Repose" is an evergreen, replayable scenario designed to provide a flexible adventure that confronts the PCs with a variety of threats more common to higher-level characters—all while uncovering the history of one of Avistan’s greatest conflicts. Depending on which lead the PCs take, they might explore the proud crusader nation of Lastwall, travel into the gloom-shrouded mountains of Ustalav, or risk an expedition into the orc-ruled wastes of Belkzen in pursuit of lost history. This adventure is for PCs levels 3-7. I will be choosing 5 PCs for this. Posting expectations is at least 1/day preferably more as I prefer a faster pace. If you are replaying this and you are chosen, please PM me with what you encountered so I can make it new and exciting! This game is set to start 8-25-17.
I'll be running the scenario The Twisted Circle(#7-12) for the 5th PbP Gameday. The game will run from August 27th to October 11th. Please post below with your applying character, including level and class. Please also make sure that the character you apply with will be available from August 27th to October 11th. This is a tier 1-5. As per usual, only sign up if you can post multiple times a day and can read my posts/look at the map. I'm looking to recruit 4 players for this one.
Once every 10 years, the cosmopolitan city of Goka on the western coastline of Tian Xia hosts the Ruby Phoenix Tournament on an island off the coast. Infamous for its strange spectacles and exciting mix of fighting styles, the contest draws combatants and spectators from all over the world. The tournament’s winner gets his choice of a single item from the legendary treasury of an ancient spellcaster and earns a reputation beyond imagining. But this year, not all who have come to compete do so out of respect for the traditions of battle or even out of greed for the reward. They seek instead nothing so much as red revenge and political domination! Can the PCs’ team of contestants survive six bouts in the Grand Pavilion arena against the mightiest combatants and cleverest battle mages on Golarion? Can they prove their mettle in tests of mind and body? Can they foil the plans of an evil organization and its powerful allies who hope to destroy the Ruby Phoenix Tournament and see its champions dead? Step into the arena to find out! This is a sanctioned module for PCs levels 10-12. I already have one player(a blasting wizard) so I am looking for 3 more people to have a table. I will start as soon as I have 3 PCs that would make a good fit.
A wilderness adventure for 10th-level characters. (PC levels 9-11) The black clouds of war are gathering, and evil flocks to their thundering call! While seeking the legendary expertise of a cloud giant skymage, the PCs interrupt an attack on his lair by well-armed and magically augmented hill giants. To obtain the cloud giant's arcane knowledge, the PCs must seek out and eliminate the source of the hill giant threat, yet the brutes have little information other than the name of their employer—a mysterious giant calling herself the Storm Queen, whose anger and hatred have transformed over the course of years into a murderous plan that could cost hundreds of innocent lives. Can the PCs find the Storm Queen in time to prevent her from unleashing a horde of vengeful ghosts upon the world? So, I'm recruiting for Gameday 2. This will not start until April 5th. It will finish by July 5th. I already have 2 spaces filled, and I am willing to take 2 more. Yes, I know that the legal table size is 7, but I'm going to keep this to a smaller table. This is a module and not a standard scenario. So, I'll take 2 folks that apply with a fully-formed legal PFS character. Please have them in the character's profile.
Do adventure paths include all the loot you should be receiving? Most monsters that you look up on d20pfsrd and stuff have a level of treasure the creature should have, whether its None or Incidental or Standard or whatever. And there are plenty of treasure generators online. Adventure Paths usually include treasure and gear on npcs or scattered around, but some creatures just say 'find this creature in Bestiary whatever." Are those creatures treasures included in what we should be getting as players? I feel like I am pretty poor for being Level 3 in my campaign, and looking at a different AP, I figured that could be part of the problem.
I dont have anything against magic, but I am looking to find the benefits of the Envoy with a focus on the medicine expertise and abilities. A mystic with healing focus seems to be just better at healing in combat, and as the Envoy can heal well, I think its strengths are more versatile, meaning that the Envoy will help more (depemding on abilities chosen) on other medicine checks. It feels a littl lackluster on the envoys side, but I think I'm missing something, or I should just try it out and get the feel of it.
Thanks for the advice. I don’t want to take away the characters abilities, but I do want to challenge them. This advice is sound, and will help me give fun challenges to each member of the campaign.
There is a misconception that the micro lab scans the targets dna and whatnot, but none of that is actually true. Read from the COM page 41. As long as you have your custom microlab, as a move action you can target a creature within your line of sight and within the microlab’s range (60 feet at 1st level) and attempt a special skill check to identify it. If the creature is living, this is a Life Science check. If it is unliving, it’s a Physical Science check. The DC of this check is determined by the creature’s rarity, as presented on the Creature Rarity table on page 133 of the Core Rulebook. You can attempt this check untrained regardless of the DC, and you always treat your die roll result as a 20. It lets you:
The identify attempt on page 133 CRB, specifically says that it lets you recall useful information about the target creature. It’s like when you see an orc, (a dragon in disguise) it brings up lots of useful information about the orc. You have to succeed the perception check to see that the orc is not really an orc.
My Take on the SF setting has always been: it’s Guardians of the Galaxy.
NaerenVastir wrote:
Here is the answer, hidden in the bleeding fusion page 193 in the CRB. BLEEDING LEVEL 5 The bleeding fusion weaves entropic energy into the weapon’s form. The weapon gains the bleed critical hit effect (see page 182). The amount of damage taken each round from this effect is equal to 1d6 per 5 levels of the weapon, rounded down. If the weapon already has a critical hit effect, when you score a critical hit, you can apply either the weapon’s normal critical hit effect or the bleed effect. Only weapons that deal piercing or slashing damage can have this fusion.
In regards to space exploration and combat I would like to see the following situations and some rules for handeling them: -Hazards: Asteroids: I am thinking of your PC's space ship is being chased by several fighters and a large battle ship. You have to escape the battle ship by going into the asteroid field and out manuevering the fightershipes or get caught or destroyed. Rules for chasing in asteroid fields. -Cosmic gas that reduces sensor range, so it becomes very difficult to locate ships, making it a good place for your foes to escape or for you to escape into. Cosmic gas that make it so that your shields do not recharge and there can also be random strikes of space lighting that can mess up your ship. -Dangerous space with harsh conditions such as Micro meteorites that could make several small holes in your ship causing all sorts of mechanical problems, maybe even creating a survival encounter with a malfunctioning drift drive. -Black Holes: Your research vessel has flown to close to a black hole and is now stuck using its thrusters to push away from the black hole but without enough power to move away. Time slows down. Impending doom is slowly eating away at your ship. How can you sci-fi-magic your way out of this one? Get the mechanic to divert power from other parts of the ship, canabilize weapons for required parts, making them unusable later on- or sacrificing a vital ship function in order to live. -Long travels make it so that the party/crew will get cabin fever if they dont have a a recreational suit. Space travel is not for everyone, especially for long journeys. Some people will even go crazy and vent out the pilot through the airlock or turn off vital ships systems. So maybe some rules for people going space crazy? -Spaceworms the size of a large dog that will literally try to eat your ship! Shouldnt have landed in that weird asteroid cave looking for minerals! Now you are in space, the ship is having compartmentalised decompression issues because of the space worms eating holes accross the hull. Your ship weapons are not designed to shoot things on the ships surface, so you have to put on your mag-boots, climb on outside your ship and remove the problem on your own.
Here are my two cents: To answer your question I ask you in return:
I think scopes do not increase your maximum range, they increase accuracy.
Thanks for pointing that out - it actually makes sense now. The ammunition types on table 1-8 are explosive ammunition's with the fiery description in addition. We could expect ammunition types in the future that are exclusively explosive or exclusively fiery. To answer the original posters question about what the damage type is correct: A weapon that is loaded with the explosive ammunition from table 1-8 in the armory deals half fire damage. The ammunition has the Fiery quality in it as well, so on a critical hit, all of the damage becomes fire damage. refferences: Armory page 28
Armory page 55
If you take damage when casting a spell you lose the spell.
You can interrupt a spell with an Attack of opportunity, because AoOs are always resolved before the triggering action.
You CAN interrupt a spell with a casting time of 1 round or longer with a ready attack action. Keep in mind you do not have to ready an attack action against a caster to interupt spell casting, you can simply take a normal turn on your initiative and damage the caster.
You CANNOT interrupt a spell casting with a ready attack action because readied offensive actions are resolved after the triggering event/action. The exception is spells with casting time of 1 round or longer.
Exception: You CAN interrupt any spell with a ready action to cast dispel Magic.
You may be asking yourself, why would you ready an action to attack someone casting a spell when it might not interrupt them depending of the spell casting time? -You do not know what they are going to cast and it is not actually worth readying an action to shoot a spellcaster when you can simply delay action and jump in on a later initiative of your choosing or take your turn normally.
Starfinders spell casters are extremely vulnerable if everyone can simply ready action to shoot the caster in the face and potentially ruin every spell casting possibility they have. It would ruin the game for casters. This is why spells with a casting time of 1 standard action is protected against readied attack actions.
SuperBidi wrote:
You are absolutely right, the conditions you have mentioned do not stack. However Harrying Fire is not a condition, it’s a circumstance bonus. I did notice the line on pg 273 saying Conditions are circumstances, but that does not mean all circumstances are conditions. Harrying fire is not in the conditions overview. Harrying/Covering fire on pg 246-247 says that they are circumstance bonuses and those bonuses may stack. It’s up to the GameMaster/StarLord to decide how many instances of those circumstance bonuses can stack according to pg 266 and as long as the sources are different.
Darrag Oathsbane wrote:
The thought of a toilet mimic is truly terrifying and hilarious at the same time!
SuperBidi wrote:
You’ve made a really good point on how conditions don’t stack, but I don’t see Harrying/covering fire on the list of conditions. It is described as circumstance bonus. For multiple characters to spend an action to provide this bonus I would not say would be overpowering if those bonuses stacked. Burning conditions from multiple sources stack as long as they are from different sources. I’m not entirely convinced that harrying/covering won’t stack, but I am 100% behind you on the fact that you cannot be double flanked.
We enjoyed space combat loads. It’s another game in the game. And you could not possibly have a future space sci-fi without space combat. My players take a Star Trek like approach to it and it also gives the players some RP opportunities so they can show off their technobabble in their various roles.
No, cover does not mitigate the damage, but it can make the reflex save easier. Check out page 254 in the CRB for cover rules. If the PC has total cover when prone, he is safe from the attack.
As a Game Master (or Star Lord, as I have instructed my group to call me), this is how I would rule: -Ductaping grenades together would be treated as cluster weapons. Here is the rule from the armory for cluster weapons:
There would be no damage increase, only area of effect increase. Attaching more than 2 grenades together would have no effect in my book, but you other GM's could possibly rule it by increasing the area of effect again.
Garretmander wrote:
Defining actions as triggers is not a problem. Use the chart on page 244 CRB.If someone blinks, you cannot use that as a trigger, because it has nothing to do with game mechanics. Sniper weapons let you use a move action to aim them. That can be a triggering event/action.In regards to game mechanics of combat, most other weapons do not have an aim function. So, when you aim your pistol at someone, just barely squeezing the trigger, holding your breath, lining up that shot- Its for narrative, flavour. This alone, if it is not associated with a combat action, then it is not really an action. The reason you use actions as triggers is because people are going to make up silly triggers to try and break the game to get an edge. It is in no way confining to use actions as triggers. You can say that you ready ranged attack if the target enemy walks into a square you have selected. When the target: skips, hops, back-flips, moonwalks dances over into the selected square, it is a move action. A move action can be described in many different ways, but all in all, for the purpose of game mechanic, it is still just a move action.
Magyar5 wrote:
This is what Owen wrote and he does in fact use an example with a readied action: https://paizo.com/community/blog/v5748dyo5ljv8?Five-Differences-Between-Sta %20r%2520finder-Rules-and#29 First, reactions resolve directly after the triggering action. So if you cast a spell and someone readied to shoot you if you cast, if the spell has a casting time of 1 standard action you get the spell off before the AoO gets made. Again, You are not meant to be able to interupt spells with ready attacks against casters when they cast spells with casting standard action or less. (And most likely, full action spells as well.) Also, it would seem that readied actions are Attack of Opportunity reactions according to what Owen wrote.
Spellcasters would be severely weakened if you could ready an action to make a ranged attack to interrupt them when they cast spells with casting time 1full action or less.
Xenocrat wrote:
For a game this size, there is always going to be some errors of sorts, and eventually the developers will respond to this thread or a FAQ or something.
Magyar5 wrote:
Oh, I see what you mean now. Yes, you can say: you firmly brace the heavy duty auto rifle against your shoulder, taking careful aim at your target and not any civilians, placing your finger carefully on the trigger, holding your breath just before you squeeze and take the shot. These are the kind of details I might use when game mastering in my group for flavour and details and suspense. I make up these kinds of details all the time when we are playing in my group. Game mechanically, this is a standard action to make a ranged attack. When you say: You perform a series of smaller actions to get you where you go. You could jump, hop, skip, or dance to your location. Game mechanically doing a move action. When you cast a spell here is the description I might use:
Game mechanically this is a standard action to cast a spell. When you say: It seems quite clear that in Starfinder, the actions allowed in a turn (standard, move, swift) are composed of smaller actions. You could probably say that about everything, and I think it is probably true in most cases. I call those smaller actions: details, flavour descriptions. Their function is for your storytelling, not game mechanics. If you can apply all these wonderful details to your storytelling to give your RPG group the suspense of the ultimate sci-fi adventure, then it is a good skill to have.
Magyar5 wrote:
When readying an action you simply say if event X happens, that is the triggering action and then say what kind of action your response is. For example:
(You wrote so much the quote function would not include all of the text you wrote, that’s why it’s cut off.)
Magyar5 wrote:
Magyar5, The CRB 249 has an example of an event and that event is an Action. The book says: If your readied action is purely defensive, such as choosing the total defense action if a foe you are facing shoots at you, it occurs just before the event that triggered it. The triggering event in the example is: the foe shoots you, which is a ranged attack action. Is this not fair to say?
Page 249 in the CRB says that the readied attack action resolves after the triggering event. The triggering event example is: If the Foe shoots at you. It could just as well been: If the foe casts a spell on you. CRB page 249:
Conclusion: the spell with a casting time of a standard action or less, resolves before your readied action, so you do not get to disrupt the targets spell. Further: I understand you feeling that it seems a little pointless (I feel the same way), to ready an action against an offensive action. I That is why I asked people if they could come up with scenarios when it could be beneficial.
Magyar5 wrote:
Attack of Opportunities are resolved before the triggering event, not afterwards. You left out a part of Owens quote at the bottom that specifically says that Attack of opportunities are not resolved after the triggering event. Here it is: [An earlier version of this post noted that all AoO were resolved after the triggering event, but while that is true for readied actions and most other reactions, it is not for attack of opportunity -- this is one reason we have to write down rules, especially after going through 6 versions of ho things work in development, rather than just trusting out memories]. It even says in the CRB page 249 that AoOs are resolved before the triggering event: Attacks of opportunity are always resolved before the action that triggers them. You don’t take a penalty to the attack roll when making an attack of opportunity in the same round you took a full attack, but you do take any other attack penalties that would normally apply to your attacks. Making an attack of opportunity does not affect your ability to make attacks normally when it is your turn.
Trying to make a cheat list for Zero-Gravity by gathering all of the relevant information in one place. Please point out obvious mistakes and let me know if something is missing like the grappler. Movement in Zero Gravity: You cannot move your land speed or take a guarded step, but you can climb, push off so you are floating in space and fly if you have the means. Climbing in general and arms: You need at least two hands to climb. You cannot run. You can cling to a wall with one hand while you cast a spell, shoot a small arm, or take some other action that takes only one hand. Keep in mind it is a move action to draw a weapon, but if you only have two arms, you cannot draw a weapon at the same time as climbing. Unless you have the quick draw feat so you can do it as a swift action or you have more limbs. You seriously need to have a 1H weapon when climbing, or anchor yourself to the surface with the boot clamps so you can use 2H weapons. Climbing In Zero-G
Climb Speed in Zero-G:
DC 5 A rope with a wall to brace against, or a knotted rope without a wall to brace against.
Failures: by 4 or less, no progress, Failure by 5 or more, you lose your grip and you are off-kilter Fly Speed: Natural flight does not work. Magical and technological flight with self propulsion work as long as they are not dependant of atmospheres. Push Off: (Move action) If adjacent to a surface or creature within two size categories, you can push off to move at half speed. If what you are pushing off from is moveable, it moves in the opposite direction at the same speed. At the beginning of your turn, without taking any actions, your movement continues at the same speed and direction. If you can make thrust by grabbing on and pushing off something it is a move action. Collisions: solid objects, make an athletics/Acrobatics check DC 20 to safely stop movement,
Collisions: creatures, you both make an athletics/Acrobatics check DC 20 to safely stop movement, or gain the off kilter condition. Conditions: Off-Kilter: You are floating in space: You are flat-footed and take a –2 penalty to attack rolls. You must use a method of propulsion to right yourself or grab a stabilizing object such as a wall or ladder (usually as a move action) in order to end this condition. Or you can throw something heavy. Flat Footed: You take a –2 penalty to AC, and you cannot take reactions or make attacks of opportunity. Items: Boot clamps: Most armors have boot clamps, so as long as you are standing/anchored on a surface, gain a +4 bonus against becoming off-kilter. Activating the clamps is a move action. Then you can use both of your arms wo use 2H weapons. Magboots: +5 circumstance bonus to Athletics made to climb metal surfaces, +2 circumstance bonus to KAC against bull rush and trip combat maneuvers when standing on metal surface.
Circumstance Weapons: Thrown weapons have their range increments multiplied by 10 in zero-g. All ranged weapons no longer have a maximum number of range increments—their wielders simply continue to accrue penalties the farther away the target is.
I came across this section of the CRB that states you target the grid intersection with throwing grenades and the AC is 5! It is almost impossible to miss. Grenades are really powerfull, because you are pretty much guaranteed to hit! Am I missing something here? For reference: CRB page 245
CRB page 245
page 241
We had our first time playing with space combat and I have to say that I have never seen my group play so well together as a team as they did then. The captain gave orders, in either an encouraging or demander manner. She made up new lines each time and we all loved it! The creative techno-babble made it even better. Normally my players play well together, but this took it to a whole new level. Thank you Paizo for making such a wonderful product!
Steel_Wind wrote:
How are you informing the PCs about the net/info-sphere? Letting you take 20 on Culture checks having accessed it, is a great boon. I want to make it available to the PCs, without blatantly pointing it out. It does after all, give you minimum 21 on all Culture checks in the investigation of: the SF Dwarf, Downside Kings, Lv 21 gang, Hardscrabble gang and Astral Extractions.I guess I might role with the idea of the PCs accidentally walking into a holographic projection of a person that welcomes them to the Station, and informs the PCs of its Public information services, along with its function as an information hub for restricted information only available to those with the right security clearance. |
