Gamer Loot wrote: Do you know when retailers will be getting this. I run a game store and we have been waiting for this to come back in there is a ton of interested with remastered.
Thanks,
Matt
I know I've been bugging my FLGS in Florida if he could see it to order since the before Megacon Orlando.
I ran this twice at Megacon Orlando this year. Once I borrowed a VL's box and really enjoyed being able to use the map and pawns. I look forward to being able to get a reprint when it comes out.

So on the race to Gallowspire my group is a super stealthy undead killing machine. The party has a monk (unchained), a rogue (cohort of the monk), a master chymist alchemist, a swashbuckler (cohort of the alchemist), a shadowdancer, a cleric of Mormekar (for our home game we use the Book of the Righteous by Green Ronin think of it like Pharasma), and a wizard.
The lowest stealth in the party is the cleric at +20 due to a ring of invisibility so we stealth into town. Taking back alleys we encounter the spectral party (and avoid it as we are focused on Gallowspire) the pike men who spotted us and started keening, which drew the attention of a group of animate dreams. We fought the dreams and they ended up killing the wizard.
The cleric, casts breath of life but it's not working as the wizard was the target of all the dream's casting phantasmal killer. So he beseeches Mormekar for Divine Intervention, the GM says roll percentile and if you roll under 15% Mormekar will intercede, the cleric rolls 10%, so Mormekar shows up allows the Breath of Life to work and destroys the rest of the remaining dreams.
After this the cleric casts Hide from Undead and we continue on and stealth the rest of the way to the tower where we face the dragon. This is supposed to be the last fight of the night but... The dragon is Wing Clipped by the swashbuckler, beat on and eventually decides to Dimension Door to the top of the tower to tell the boss the Good Guys are here. Allowing him to drink the Carrion Crown and be prepared for us to arrive as we make our way through the tower.
After the dragon in initiative is the monk. He Abundant Steps next to the dragon sees the boss, in human form, standing next to the edge of the tower and gets an idea. He then Stunning Fist punches the dragon, and stuns it. The boss also rolled a 1 on his perception so he's oblivious to the situation. The next round monk does a flying kick over to the boss, and rolls a 1. Next round the dragon does double move but can't charge. The monk has a higher initiative then the boss so he goes first and does a Knock Back kick on the boss. He hit, and beats the CMD of the boss sending him 50 feet off the top of the tower....then there's the 400 foot drop to the foot of the tower. While he's sailing back the monk then finishes off the dragon.
Downstairs the rest are about to enter the tower when there is a splat nearby and the monk apparates next to us.
Now before anyone starts talking about Dimension Doors and the Witchgate teleport lock down our GM already worked this out as it was written into the module that the dragon has Dimension Door so if the dragon can use it so can we. I'm just posting here because it was an epic ending.
Will the free RPG day game have a "space" chronicle? Otherwise Yay!
To make anything Sci-fi you add Laser or Space to it.
a "Laser" sword (do not use the trademarked name)
and Space Beer
I agree, but if we are using the gunslinger rules then everything goes by touch ac. I mean if it is effectively a Season 6 PFS adventure I'm fine with that but I am looking forward to this game and look forward to see how it is different.
Edit: "this game" = Starfinder
Will there be light starfinder rules available for free RPG Day?
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Jeff Hazuka wrote: Thanks for the heads up!
(unrelated) My VC remarks: "Does he ever sleep?"
Once a week due to this.
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Nefreet wrote: Mathematically it's difficult to run out of content. Nearly impossible for newer players. I've GM'd a scenario for no credit once by choice. I did this for no other reason then to use my Shemhazian Demon miniature....I also enjoyed the scenario.
It was flagged in the second post and moved from general to GM I don't know why it was flagged or moved here though
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Belabras wrote: Minna Hiltula wrote: Belabras wrote: The only list of names you'll ever need. There's a character in our area named Gristle McThornbody. If there isn't a Goliath Druid out there named Big McLargehuge I will eat my hat. Your hat is safe since Big McLargehuge was taken when I tried to make it :-)
Bruce Leeroy Jenkins wrote: Tamec wrote: J. Wilfong wrote: Kahel Stormbender wrote: That said, I do occasionally do punnish names such as Flo Ry'Vir, a hydrokineticist. Or a pyrokineticist named Flyre Blazefist. Or a Ghost Rider cavalier I made using occult adventures named... You guessed it... John Lee Glaze. Is that anything like a monk named Bruce Leeroy? I'm fine as long as it isn't Bruce Leeroy Jenkins... And I have a new alias. Oh God, we're all gonna die. *curls into fetal position*
J. Wilfong wrote: Kahel Stormbender wrote: That said, I do occasionally do punnish names such as Flo Ry'Vir, a hydrokineticist. Or a pyrokineticist named Flyre Blazefist. Or a Ghost Rider cavalier I made using occult adventures named... You guessed it... John Lee Glaze. Is that anything like a monk named Bruce Leeroy? I'm fine as long as it isn't Bruce Leeroy Jenkins...

Additional Resources wrote: Pathfinder Player Companion: Melee Tactics Toolbox
Archetypes: all archetypes on pages pages 9–15 are legal for play; Equipment: all equipment and magic items on pages 18–29 are legal for play, except arms of the marilith, exemplar weapon salve, Leng flail, and the growing weapon property; Feats: all feats on pages 7–15 are legal for play, except Cudgeler Style, Cudgeler Sweep, Cudgeler Takedown, Just out of Reach, and Redirect Attack; the Kraken Throttle and Kraken Wrack feats are not style feats Masterpiece: the bardic masterpiece is legal for play; Spells: all spells on pages 30–31 are legal for play, except blade tutor's spirit.
Since Shield Boss is on page 21 and not on the banned items list I'd say just pay for the Boss you want. The Glyph of the Open Road is probably just missing from the Shield Boss description page at the archives.
Edit: As far as the craft check to attach the Boss to the shield that's the player's responsibility. It's just a skill check no different then making a disable device check, they just used Craft here. If the player fails the Craft check he damages his shield. I'd suggest he have a friend with mend memorized or have a wand of it himself.
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BigNorseWolf wrote: So how on earth would a printed scenario, given to a dm, be able to account for Chaosticket deciding to go for the Slaughter your world Achievement that Chaosticket just decided to make up during the adventure? Thanks BNW took me a second to make the connection to the Little Mermaid.
Jared Thaler wrote: Jared Thaler wrote: Paul Jackson wrote: Fromper wrote: Jeff Hazuka wrote: Blackbot wrote: Sure, not every character get Min-Maxed to hell, but as long as you don't turn up with a Wizard 1/Fighter 1/Cleric 1/Ranger 1 equipped with a dagger and nothing else you should be fine. Challenge Accepted. I'm not sure if there's a way to get a viable PC like that. Now, if you were allowed 2 daggers, then you'd be on to something. I'm pretty sure that you also need a spell component pouch, holy symbol AND loin cloth :-) Eschew Materials, Holy Symbol Birthmark Trait.
Can't help you on the loin cloth. Follower of Iomedae. Taking self dependency to the next level.
If you throw in monk, you won't even need the dagger. I'm thinking an undead hating deific obedience cleric of Pharasma, with weapon finesse and slashing grace
Thanks all, I did talk to the GM his response was "Nonononononononono"
@Kaladin That's what I was thinking. Although I have taken leadership and turned my main rat into a cohort (permanent Anthropomorphic transformation and awakened him.) He's to weak to be a Reepicheap (the mouse from Prince Caspian for those who don't know.)
We are playing in the Carrion Crown AP and my character is a cross between Jekyll/Hyde, Dr Moreau, and Willard, and I'm not the creepiest party member.
If you cast awaken on two of the same creature and they have babies are the babies awakend too....Seems to be the case for when you cast it on trees (treants). Just curious.
I have no designs to become Willard, nope, no plans at all...whatsoever...period...
Seems interesting but I personally would rather
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So you necro a thread with the express purpose to say that you are going to not going to follow the rules? Okay....
I know of one scenario where you face fire elementals wearing magical mithral chain and wielding magical elven curveblades. So maybe they elementals can wear armor

Holy Necromancy Batman
The wording in the guide has changed in minor ways over the years but...
Pathfinder Society Roleplaying Guild Guide Season 8 wrote: • Spells and effects with permanent or instantaneous
duration that heal damage, repair damage, or remove
harmful conditions remain in effect at the end of
the adventure.
• Afflictions and harmful conditions obtained during
an adventure remain until healed and carry over
from adventure to adventure (except as noted under
Conditions, Death, and Expendables on page 18).
• A character can have one each of the following spells
on an item or items that carries over from adventure
to adventure: continual flame, masterwork transformation
(Pathfinder RPG Ultimate Magic228), secret chest, and
secret page.
Baleful polymorph is a harmful spell so it falls under the second point point, but even if it wasn't a harmful spell it is not mentioned in point 3 which make it have to get cleared shoving it back to point 2. In no way does it fit into point 1 since it doesn't heal damage or remove harmful conditions.
In the Animal Archive it states that it's "GM Discretion" so for a home game you GM might allow you to swap out those feats. In PFS "GM Discretion" is John and Tonya and everyone that had their jobs before them like Mike Moreland in the above link. It's been 4 years since this initially came up and the ruling hasn't changed since then. You get Riddyripple and have to RAW his stats from the Bestiary 3. Other familiars are in the same boat. Familiar feats are virtually banned but there are ways to get additional feats for some (ok one that I know) and that is to spend gold on additional HD for a homunculus.
As the entry in the bestiary 3 (where the scenario points the GM) indicates, Faerie dragons come with acrobatics and dodge. Those are the only feat choices for Riddywipple because his stat block is on page 91 of the bestiary 3.
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WBG 4-Raise Dead and Restoration costs 2PP
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Also, on the additional resources page each sanctioned AP has a link to download the chronicles. From there it's easy to see "at a glance" what APs can be played for PFS credit.
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I love it. Sure it takes an extra click to get to the forums but it looks good.

Yuri Sarreth wrote: Why is it when I see threads like this no one mentions Holy Weapon Balm? Not only does it give you similar benefits to ghost salt, since most incorporeal creatures that I can think of right off are undead you get an extra 2d4 damage against them. It actually doesn't give the same benefits as ghost salt, unless you have magical ammo. If you are going to be buying magical ammo you might as well.
PRD wrote: Holy Weapon Balm
This violet balm comes in a small ceramic pot. When applied to a weapon as a standard action, it forms a transparent coating. Weapons coated in this balm deal an additional 2d4 points of damage to undead or evil outsiders. A creature affected by the balm must succeed at a DC 10 Reflex save or take an additional 1d4 points of damage the following round. Any nonmagical weapon coated with the balm affects incorporeal undead or evil outsiders as if it were a magic weapon. Any magic weapon coated with the balm affects incorporeal undead or evil outsiders as if the weapon had the ghost touch special ability. The balm remains effective until you make a successful attack with the weapon or until 1 minute has passed, whichever is sooner. Each dose of balm can coat one weapon or 10 pieces of ammunition.
To be honest if they included Hell's Rebels into the history they would also have to include the sequel Hell's Vengeance
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Please no more child pregens though.....I had a table full of Kineticists...there's something wrong about a table of full grown men playing a table of 8 year old girls....
I don't think there is going to be any clarification since, you necro'd a thread over a year old.
Drahliana Moonrunner wrote: Kraak SteVe wrote: Yes, he wish to apply it sooner and I have just informed of the higher chance of death.
Let him remember though if the pregen dies, that death is applied to the character he's assigning the scenario to. Yeah but if he's applying it to -54 with 0xp there is not consequences on his part. I've seen too many bonekeep flops due to this.
Muser mentioned Eldritch Scion for Magus, but there's a Suli only archetype for magus too. The Elemental Knight give you incremental elemental assault (lets you use the elemental assault ability in 1 round increments) and if you burn 4 rounds you can regain 1 arcane pool point.
Taking the feat alone is good especially with the monk favored class bonus.
John Compton wrote: Kalindlara wrote: For any villains knowledgeable enough to know how races (and their own spells) work, this sounds like a case of invalidated tactics. Seems like. While GMing, I've seen at least one NPC sorcerer cast dominate person on an aasimar PC. I've also had a few intelligent outsiders with charming/dominating spell-like abilities make the simple Knowledge (planes) check to identify that its foe is an outsider and would be immune to those spells. Cue vampiric touch! I got one, the NPC wizard casting sleep on a group of half-elves. That's alright the elves had to deal with an elf hating (favored enemy ranger) bugbear with elf bane arrows.
It's harder to retrain in a home game because they need to find a trainer and take the down time. The vagueness (infinite amount as BNW said) of the downtime in PFS is actually a boon for stuff like this.

Murdock Mudeater wrote: Thomas Hutchins wrote: The retraining costs are absurdly cheap without the PP cost and just gold cost. The main cost of the retraining rules is the loss of abilities while retraining. As written in ultimate campaign, you lose the ability at the start of the training and only get the new ability at the very end of the training time.
So if you elect to spend 5 days retraining a feat, that's 5 days in-game without that feat. Some DMs might not have anything happen, but others will run the campaign as normal with your character being less than useful.
And the gold is expended either way, so a more evil DM may force your party to defend your PC while the retraining happens, with any break in training being a total loss of the gold and time.
The PFS system is very different, subbing PP for the time.
Anyway, seems like others are fine with the current PFS system and that I was reading them right. Thanks for the clarification and explanation. Um....retraining is done during down time because you are spending 8 hours a day training with a trainer to learn the new (fill in the blank) You can't retrain anything while adventuring, so in PFS it happens between games, like a day job.
bdk86 wrote: Walter Sheppard wrote: TimD wrote: Chris Lambertz wrote: I suppose I should clarify with: content that wouldn't normally be featured on the Paizo page. As someone who would prefers to avoid Facebook more than plague, can I vote "nothing"?
I appreciate that Paizo is one of the few places that doesn't require the social networking b/s that seems to be so insidiously rampant these days... These forums can get super toxic at times. As bad as it gets on Facebook.
That's the reason why Chris only sleeps one night a week*--she needs more time to clean up the messes we make.
It's just a different medium that includes people from all walks of life, instead of people that just play Pathfinder and know paizo.com exists.
*this is my unfounded assumption Pretty sure they hand out Wands of Nap Stack to Chris and her team...
Nap Stack only works once a week, but I'm sure they issue them Everwake Amulets. Hence the Once a week sleep.
Drogon wrote: I think a Starfinder Corps (that's my favorite name for it, so far) would be huge. Sorry Drogon, according to this article it will be Starfinder Society. Starfinder Corps does sound cooler though.
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Those of us who enjoyed Season 6 and enjoyed Iron Gods I look forward to more Sci-Fi in my organized play.
Actually, option 3 is what I did, but the juggling is not on the same character but "move the first (GM 5-9) chronicle to a different character." Thus the first chronicle applied was this one, which leveled my character to 9.
Heya all,
I just ran this at Megacon, but the character I'm assigning it to is level 9. Do I hold the chronicle until level 10 or apply it now since they are the only level out of tier. How do I figure out the Out of Tier gold?
Thanks
Edit: or option 3 do I juggle my gm chronicles from Megacon and make that the first chronicle (level 8.3) then apply the rest at 9?
Bonekeep and pregens do not mix...sorry man
About Unchained, if you haven't played your barbarian, depending on your build, the unchained barbarian is better and you can swap them to unchained too. Unchained barbarians tend to not succumb to SRDS (Sudden Rageless Death Syndrome) and that fact saved my barbarian at Megacon this weekend.
The reason I say "depending on the build" is some barbarian builds are not compatible. While other are not totally compatible but are workable. My aforementioned barbarian is a Mad Dog barbarian. the archetype is legal with unchained, but the barbarian powers that work with it are not, so my animal companion does not rage. I'm fine with that, especially since I was taken to -7. If I was still a chained barbarian it would have gone to -15 with a 14 Constitution. I was so happy to be an unchained barbarian at that point, and my animal companion was still able to rip into the BBEG.
Jared Thaler wrote: Try the sacramento PFS facebook group possibly?
I know last year a bunch of people drove from Sacramento to Paizo con, in two cars, with everyone but the driver playing PFS the whole way up. They called it Caravan-con
That sounds like fun for everyone, but being the driver (while it's understood for safety purposes) would "suck" to hear an adventure you can't play.
I use an index card that I hand out at the beginning of the game for them to fill out, the clip it to my gm screen.
Name /AC/Init/Perc/5 d20 rolls
I usually use the pre-rolls for perception checks. If the scenario called for it I might ask for Sense Motive or another skill.

nosig wrote: Dorothy Lindman wrote: Sam King wrote: Lyric the Singing Paladin wrote: The powergaming assumption is why there is no sign language in PFS... So, to the O.P. I repeat my question: "What do you want to play?" Small exception to this... All Pathfinder Agents are trained in a society hand gesture "language". It's not as complex as a sign language, it isn't even an actual language, but it'll convey tactical and simple information well enough. I think it's in the guide, but I may be recalling something from evergreen fluff.
To the OP: Just play a deaf character. Drop money on a potion of deafness for the GMs who assume you're trying to game the system and just play the character. You don't have to clear the condition between scenarios as far as I recall. You will have to clear the condition at the end of the scenario, according to the Guide to Organized Play. So you'd have to buy a potion of deafness at the beginning of every scenario AND pay to have the conditioned removed at the end of every scenario.
I actually like the thunderstone idea. I once saw a player with a gnome who was addicted to Color Spray, and he would regularly hit himself with a wand of it out of combat. I could see a similar motivation here... Wouldn't need to pay to have deafness removed, as the spell is dismissible and with the potion, the drinker is also the caster. So, just dismiss it at the end of the scenario (or whenever you want...). You would need to buy one each scenario... Or maybe buy a scroll (half the cost) if someone in the party could cast it from that... The spell is dismissable? Wow, I missed that big (D). I saw the permanent....heck I had a character that always memorized remove blindness/deafness because I had someone in the party that was always blinding people.
I thought it was answered with the Brawler Class
Brawler: Close Weapon Mastery (Ex) wrote:
At 5th level, a brawler's damage with close weapons increases. When wielding a close weapon, she uses the unarmed strike damage of a brawler 4 levels lower instead of the base damage for that weapon (for example, a 5th-level Medium brawler wielding a punching dagger deals 1d6 points of damage instead of the weapon's normal 1d4). If the weapon normally deals more damage than this, its damage is unchanged. This ability does not affect any other aspect of the weapon. The brawler can decide to use the weapon's base damage instead of her adjusted unarmed strike damage—this must be declared before the attack roll is made. Brawlers have a class ability but monks do not.
um, is it just me or does that sound like only one encounter instead of the three needed for xp....
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