Large Water Elemental

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Looking for some more brave Pathfinders to continue the exploration of the Emerald Spire.

Starting on part 7 of the spire. We've currently got 3 players (fighting cleric, archer and sorcerer). Looking for some more pathfinders to round out the Party. Character level ranges 5-7. 10 adventures/levels left in the series!

19 people marked this as FAQ candidate. 2 people marked this as a favorite.
eldritch guardian (familiar folio) wrote:
At 1st level, an eldritch guardian gains a familiar, treating his fighter level as his effective wizard level
CRB wrote:

Prerequisites: Ability to acquire a new familiar, compatible alignment, sufficiently high (arcane spellcaster) level

Does Eldritch Guardian (of sufficiently high level and the correct alignment) qualify for Improved Familiar.

(Note, I think the two statements above apply it does, but there are folks suggesting (on reddit) that it does not - so an official ruling would be nice.

We're almost done with book 3 of Reign of Winter - the party is currently on an extended quest to free an evil demi-goddess of witches from her entrapment. Their travels are taking them through various frozen lands.

The two arcane-types when missing some time ago, and I've been dmpc'ing one of their characters in the meanwhile. Since the group is going to start the next book (4) in a few weeks, now would be a good time for a new player, specifically a spellcaster of some sort.

The game pacing tends to be a little on the slow slide (a post every 1 to 3 days). I try to go in for a balanced mix of RP and combat.

Humans, Elves, Gnomes, or Triaxian would be most appropriate and easiest to introduce, but other races are possible.

Witches are very appropriate for the adventure path, but wizards, sorcerers, or a bard would also be welcome in the party - or any hyprid (ACG) version of those classes. Check the Reign of Winter player guide for more intro.

20 pt. buy, two traits (one campaign). On account of the game history, everyone has a bonus feat, and we are using very basic hero point rules (no special hero point feats).

In terms of backstory, a moderate backstory will suffice for me. Hating witches or dragons would be a good place to start. The group wanted someone with a reasonable sense of humor - everyone else is busy being very serious.

RoW Combat map

Hi everybody!

RoW Combat map

The Pathfinder Society has recently undertaken an extensive series of journeys of exploration into the River Kingdoms, probing the depths of the ancient Azlatni ruins of Thornkeep and the Emerald Spire. Such journeys call for a remarkable number of resources and personnel, but as the River Kingdoms are surrounded by few places friendly to Pathfinders, the Society often turns to the Sellen river to act as a lifeline for resupply. The river offers a near direct route between the Kingdoms and the Inner Sea through (mostly) friendly territory.

It is then unsurprising that a few agents have been asked to put on a presence at Bellis in Anodran, one of the more important towns along the river. The occasion: the wedding of one of the more important citizens Elyin Ursage, a councilor and noted beekeeper in a town famous for its bees and mead, to Kailah Winmede. Exotic, strong or well-mannered agents can certainly do much to garner favor among the locals and secure the Sellen route.

As to the recent rumors from loggers of fey fleeing from the woods and a strange fog rising out of the deeper woods? All gainsay and nonsense, really. Who could believe such wild rumors?

A multidimensional adventure for Pathfinder Society Characters level 6 thru 8

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I'm running Giantslayer for 6 people. In the spirit of the Kingmaker 6 player conversions, I'll be posting six player conversions here; other community conversions are welcome. Obviously fantastically spoiler heavy; GM eyes only.

Giant Slayer Battle of Bloodmarch Hill, 6 Player Conversion

I'm probably crazy, but I feel like I've been seeing instances of dice rolls in the PbP forums being held in memory and then repeated. Not a super consistent issue, but it seems to be on the first couple of dice rolls in a post.

Example 1

Example 2

Could be statistics, I just am suspicious.

3 people marked this as a favorite.

I'm preparing to run this right now. For book 1, I generated some stats for the key named NPCs in case dice rolls are needed to accompany interactions. Thought I would share.

Giant Slayer NPCs

I captured the stats from the Aspis Pregen I played in Serpents Rise, and thought I would post it here as I enjoyed playing the character in the special.

The Artist
Thanks to her natural mastery of magic, Joliryn has risen above the ranks of her enslaved Chelish kin and joined the Aspis Consortium.


Female Halfling magus (eldritch scion) 7 (Pathfinder RPG Advanced Class Guide 104, Pathfinder RPG Ulitmate Magic 9)
NE Small humanoid (halfling)
Init +4, Senses Perception +1
AC 20, touch 15, flat-footed 16 (+5 armor, +4 Dex, +1 size)
hp 59 (7d8+21)
Fort +10, Ref +9, Will +7, +2 vs. fear
Speed 20 ft.
Melee +1 flaming scimitar +12 (1d4+5/18-20 plus 1d6 fire)
Ranged dart +10 (1d3)
Special Attacks spell combat (-2 attacks), spellstrike

Magus Spells Known (CL 7th; concentration +11)
3rd (2/day)-force punch(UM) (DC 17), keen edge
2nd (4/day)-bear's endurance, frigid touch(UM), glitterdust (DC 16), invisibility, scorching ray
1st (5/day)—grease (DC 15), magic missile, shield, shocking grasp, vanish (APG)
0 (at will)—acid splash, dancing lights, detect magic, mage hand, prestidigitation (DC 14), ray of frost
Bloodline arcane
Str 11, Dex 18, Con 14, Int 12, Wis 8, Cha 18
Base Atk +5; CMB +4; CMD 18
Feats Disruptive (B), Extra Arcana, Slashing Grace, Step Up, Weapon Finesse, Weapon Focus (scimitar)
Skills Acrobatics +5, Climb +1, Fly +9, Intimidate +14, Knowledge (Arcana) +5, Knowledge (Planes) +5, Perception +1, Spellcraft +11, Stealth +8, Use Magic Device +10; Racial Modifiers +2 Acrobatics, +2 Climb, +2 Perception
Languages Common, Halfling, Infernal
SQ eldritch pool (7 points, +2), magus arcana (arcane accuracy, disruptive (UC), empowered magic), medium armor proficiency
Combat Gear potion of cure serious wounds, Other Gear +1 chain shirt, +1 flaming scimitar, dart (4), cloak of resistance +2, headband of alluring charisma +2, spellguard bracers (UM), 182.0 gp


Like most halflings in Cheliax, Joliryn was born into servitude. She was an unremarkable slave who earned her share of harsh words and beatings, but as she approached adulthood, she began to notice strange auras about the manor house - especially her master's ring, which glowed brightest of all. Her master was Alranair Leroung, a young scion of the Leroung noble house famed for its mastery of the arcane powers. To Alranair's shame, he was magically inept and often covered for his failures with the help of his magical ring.

As Joliryn's ability to see magic grew, she also developed her own arcane talents. It was not long before Alranair learned of her natural skill that overshadowed his own tricks, and he beat her savagely and demanded she never cast another spell. However, the more she watched Alranair's charlantry, the more incensed she grew that he could flaunt his lies while she was forbidden from expressing her spellcasting in any way. When Alranair was entertaining guests at a prestigious dinner party, the halfling's frustrations boiled over, and she loudly announced he was a fraud in the middle of his favority parlor trick. His retaliation was swift and brutal, and she awoke the next morning covered in wounds and informed that she had been sold to an estate in Ostenso.

Her new master insisted on being called by her first name, Suliji, and she had purchased Joliryn specifically that she could use her magic as she liked and as a free halfling. Of course, Suliji wanted some assistance with some other jobs, but she was willing to release Joliryn from her slavery and pay a fair wage. Ever since, the halfling has proudly worked with Suliji, who in turn has trained her in the art of swordplay and given her a prestigious role in the Aspis Consortion. The young protégé is a natural, and many of her coworkers tell stories of the unrepentantly lethal halfling who paints the battlefield with blood, wielding spells as her palette and a scimitar as her brush.

build errors and commentary:

* from my reading of slashing grace, it does not apply weapon finesse to the weapon chosen; it only allows dexterity to damage. Someone feel free to correct me if I am wrong. She would need Dervish Dance, for instance.

* she probably needs a spell component pouch. I see nothing under eldritch scion archetype which grants eschew materials.

* not so much an issue with the build as with eldritch scion class, which makes no sense on when the bonus bloodline spells are gained.

ACG wrote:
Bonus Spells: At 7th level, an eldritch scion gains the bonus spell from his bloodrager bloodline that is normally gained at 10th level. He gains the next three bonus spells from his bloodline at 9th, 11th, and 13th levels, respectively. This ability replaces knowledge pool.

The intents sound like the 7th level bonus spell is gained at 7th level, and the remaining three every 2 levels. She probably shouldn't have invisibility and should have an additional 1st level spell (expeditious retreat springs to mind...)

* A comment: the eldritch scion altered spell combat is a real gotcha - you have to be in mystical focus, a fact which I missed entirely while playing the character. (A magus is a difficult pregen to run, especially if you aren't super familiar with the class to start)

If other folks have their Pregen info, I encourage them to share.

Some observations based off a dataset this morning, the day after initial signups:

  • There is an obvious issue with competition between core and norm slots being in direct competition and having equal representation.

  • Any "Core" game that isn't 1-5 or 1-2 is very, very underpopulated, to the point where the game seems very unlikely will not occur.


Some numbers from the above dataset:

All games
Core games are at 20% capacity.
Norm games are at 83% capacity.

Levels 1-2 and 1-5
Core games are at 41% capacity.
Norm games are at 92% capacity.

Levels 3-7, 5-9, 7-11
Core games are at 5% capacity.
Norm games are at 78% capacity.

Please consider revising the PFS schedule.

Personal anecdotes of limited utility:
- I am coming from out of state, intending to game at PaizoCon with friends. I found that I will not play with them in any of the normal PFS slots (other then the Specials) due to the limited availability of normal slots. I attribute this in fact that I made the egregious mistake of waiting until Friday evening to sign up.

- My intended roommate (not one of said friends, but a Seattle local) has not been able to find available games, and has decided to abandon Friday and Monday due to limited game availability. I might pursue the same option, were not the added difficulties associated with being out of state.

- I am considering abandoning all my games (barring PFS specials) to run Eyes of the Ten in all slots for a number of other players (about 6 ) who wish to game but cannot find adequate slots to fill their schedule. I did very poorly in the lottery, so I have no "desirable" games to prevent me from this course of action.

Are tech weapons "beam", "missile", or "rays"?
Does it depend on the type or damage?
How do they interact with deflect arrow, miisile shield, ray shield?
What about things like amulet of bullet protection?


I have often found that the smaller tags seem to do nothing when I employ them. It is unclear to me that they do anything (Is it by change browser dependent? I have firefox 34.0.5)

->This sentence in enclosed in smaller tags, but looks regular sized to me

I saw this issue posted over two years ago, so it would be an "outstanding bug" I suppose.

I have... A clever plan!

However, I must check my cleverness, as its probably against the rules.

I'm playing straight through ES with a group.

Land rush boon for the spire is 2 PP/hex - if one of us was a sacrificial lamb, and took property manager (PFS primer), everyone else could buy land for a discount (1 PP/hex). This makes the math for landrush almost as worthwhile as just doing regular purchases. (almost)

So, now I'm waiting for someone to step in and tell me that gaining land via landrush and property vanities are not the same thing.


When registering a faction, the new PFS season 6 factions are not available.

Dark Archives, The Exchange, Grand Lodge, Liberty's Edge, Scarab Sages, Liberty's Edge, Silver Court

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I would just like to note that after 3.5 years of play (April 2011 to Sept 2014), my table just completed Kingmaker, after having torn Nyrissa's demiplane onto the material plane, cleared the castle of knives and slaying Nyrissa after pitched battle.

Near the end of the conflict things looked grim: the wizard was slain by a finger of death, the inquisitor stoned, the sorcerer cohort sent to another plane, the barbarian/ranger trapped in a maze, and everyone was blind.

Still, the combined summons of the druid, and strikes from briar, wielded by the battle herald/king laid the nymph low.

Along the way:

- the druid escaped a maze spell twice to rejoin the battle against Nyrissa

- the king slew a jabberwocky in single combat after the rest of the party fled

- the king slew an assassin disguised as an adopted child that hid in his household for an entire year

- the druid and wizard laid low armies by themselves

- the wizard slew her sister, and dumped the burden of her orphaned satyr nephew on the druid (kind of a jerk, the wizard)

- the male half-orc druid was reborn as a female dwarf

- the ranger found and lost love, the latter primarily due to the fact that he was reincarnated as a lizardman.

- And various characters died and were memorialized - the heads of their killers mounted in Oleg's tavern (a troll, a boar, a baboahan sith, an aurumvorax, and a bear to name a few)

5 people marked this as FAQ candidate.

A couple of critters have some really rather nasty TPK type gazes/area affects: Harpy with their song, Scarecrow's Fascinating Gaze, Baobahan Sith (Tome of Horrors III, but in an AP) with their dance.

So specifically the scarecrow:

PRD wrote:
Fascinating Gaze (Su) Target is fascinated, 30 feet, Will DC 14 negates. Fascination lasts as long as the scarecrow remains within 300 feet of the fascinated creature. The approach or animation of the scarecrow does not count as an obvious threat to the victim of this particular fascination effect (although the scarecrow's attack does count as an obvious threat and ends the fascination immediately). This is a mind-affecting effect. The save DC is Charisma-based.

*Is this a single target effect?

*Is it a typical gaze where everyone within range gets the effect, and a specific person can also be targeted?
*If it is multiple targets, is it broken if it attacks anyone who is fascinated, or just the fascinated target?
*If you save, do you have to save every round? There is a marked lack of "24 hour immunity" in the description.

So I took leadership and the GM gave me a very... well, odd NPC of his as a cohort. It's have orc monk with Str 12, Dex 20, Con 13, Int 17, Wis 14, Cha 26. I hashed out a character build in cooperation with him and we ended up with a wanderer monk archetype.

So now the NPC is under my control, and I'm fishing for suggestions on how to make it into something with a bit more bite.

Here are the statistics.

Takka the Learned:

Takka the Learned
Female Half-Orc monk 5 Archetypes Wanderer
LG Medium humanoid (orc, human)
Init +5, Senses Perception +9
AC 20, touch 19, flat-footed 14 (+1 armor, +5 Dex, +1 dodge)
hp 38 ((5d8)+10)
Fort +8, Ref +12, Will +9
Defensive Abilities evasion, Immunities disease
Speed 40 ft.
Melee unarmed strike +8 (1d8+1)
Melee dagger +8 (1d4+1/19-20)
Ranged dagger (thrown) +8 (1d4/19-20)
Melee flurry of blows +8/+8 (1d8+1)
Special Attacks Flurry of Blows, Ki Pool, Stunning Fist

Str 12, Dex 20, Con 13, Int 17, Wis 14, Cha 26
Base Atk +3; CMB +6; CMD 23
Feats Combat Reflexes, Dodge, Endurance, Fast Learner, Improved Unarmed Strike, Stunning Fist, Weapon Finesse
Skills Acrobatics +13, Bluff +13, Climb +5, Diplomacy +15, Escape Artist +9, Intimidate +14, Knowledge (Geography) +8, Knowledge (History) +10, Knowledge (Local) +10, Knowledge (Nature) +10, Knowledge (Planes) +9, Knowledge (Religion) +9, Linguistics(Gnome) +7, Perception +9, Profession (Courtesan) +10, Sense Motive +6, Stealth +9, Swim +5
Traits Child of Nature (Gozreh) (Knowledge (Nature)), Scholar of the Great Beyond (Knowledge (Planes)),
Languages Abyssal, Common, Draconic, Gnome, Orc, Tien
SQ ac bonus, city-raised, class skills, far traveler, fast movement, inscrutable, intimidating, light step, long walk, maneuver training, orc blood, orc ferocity, purity of body, skilled, weapon and armor proficiency
Combat Gear
Other Gear bracers of armor +1, unarmed strike, outfit (traveler's), cloak of resistance +3, efficient quiver, pouch (belt), backpack, bedroll, flint and steel, pot (iron), mess kit, soap (per lb), waterskin, dagger (6), courtier's outfit, scholar's outfit, torch (10), rations (trail/per day) (5), 0.0 gp

Swashbuckler? Sorcerer? Oracle? (Summoner? (no mysterious stranger/gunslinger allowed, I'm guessing)

So a weird thing happened to the google doc links I made for PbP games.

Around the 75th character in the url link, a space is injected into the link which, naturally, breaks it.

It only seems to be happening to my links. Very strange. Gremlins...

Pinging customer service again (since I didn't get a response to my e-mail).

Order 3059905 was intended to be a $25.00 gift certificate to Feral. I did make the purchase on 3/23/14 but wasn't able to enter in his user info.


3 people marked this as FAQ candidate.

So I had a new, rather unpleasant experience: Fighting a creature with 4 attacks, grab, and a "constrict-like" ability

Previously, when I have run creatures like this, regardless of the number of hits they initiate one grab and constrict. It seemed sensible.

DM for this game did something which I consider rather crazy, but after reading the boards I have come to learn is a common interpretation: For EACH limb grab, constrict, release. RAW, perfectly valid.

So now this particular creature has 4 attacks, each doing natural wp damage + constrict + ability damage; in this case 1d4+4+2d6 and fort or 1d4 ability damage

Let's look at damage vs a fighter type. CR 4 adventure, so lets assume AC 24 for the fighter. (this particular critter is base cr 6, but has character levels too, to make it 8)

assume ~45% hit/grapple rate vs AC 24 (+14 to hit) and CMD 20 (+15 to grapple)
2d4+8+4d6 ~ 27 per rd + 2 ability (assume 1 save); I have cleric levels, so assume a bulls strength and additional +4 damage a round

Now compare with an equivalent CR 8, a mighty green dragon
bite +13 (2d6+7), 2 claws +13 (1d8+5), 2 wings +8 (1d6+2), tail slap +8 (1d8+7)


Top predator mr dragon starts looking pretty weak, doing 30-50% damage less a round, depending on spells in play.

Lets look at maximal cases, all attacks hit:
dragon 4d6+11+3d8+17 ~ 55; scary, huh?

other critter:
4d4+16+8d6 =10+16+28 ~ 54 and 4d4 ability ouch and OUCH - and I'm a cleric 3 so I might add another +8 from bulls strength.

This multiple constricts a round is incredibly deadly for players. I seriously feels the intent was one free grab/turn, not one/appendage/turn.

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Playing a ratfolk wizard in RotR (familiar (rat) option) with the arcanamirium archetype

20 Int, all points to Int

Already Have:
1 - improved initiative
1 - scribe scroll
1 - scholar
1 - eldritch researcher (story feat)

3-Craft Wondrous (from archetype)
3 -Bouncing Spell
5-Craft Wand
5-Spell Penetration
7-Spell Focus (Conjuration)
9-Greater Spell Penetration
10-Persistent Spell
11-Craft Staff
13-Staff Like Wand
15-Quicken Spell
15-Spell Focus(Necromancy)

Staff like wand seems very good!
It is tempting to switch out a feat for Craft Weapons and Armor, for my fellow adventurers

Items to make:
Kimono of the Stars
+6 headband of vast int (or mental prowess int/wis)
Scarab of Protection
Spellguard Bracers
Tunic of Careful Casting
Boots of Getaway
Elemental Earth Belt
Staff of Abjuration
Lenses of Figment Piercing
Magician's Hat
Many, Many wands
Cloak of Displacement

Thoughts? Comments? Not familiar with AP, but no spoilers please.

I have been trying to get into a PbP S&S game without much luck.

I was wondering if anybody would give this character and their backstory a look and provide some constructive feedback, either mechanical or RP-wise. Suggestions on aspects of the character to flesh out would be welcome. It's currently set at 22 pts (the last application point buy), but tweaking is not an issue.

I also haven't figured out a good inner voice to play him with. Are there any good literary or movie characters to base an African-esque sailor on (a character in "Cloud Atlas" springs to mind).

No spoilers, please (beyond those in the players guide).



1 person marked this as FAQ candidate.

I couldn't find an iconic errata thread, so I'll put this here:

Iconic Seelah's power attack is listed as -2/+6.

She is, however, 1 handing her sword. This means her power attack should be -2 to hit for +4 to damage.

This refers to the version in the downloads from the PFS GM resources section.

I would like to use GM replay with the same character.

GM rules say: "No character may ever have two of the same Chronicle sheet- a given Chronicle sheet must be applied to a different character each time it's earned."

My question: can I replay with the same character, and apply the sheet elsewhere?

(Yes I might want a rematch with a runelord.)

RoW Combat map

DM Request:
To as much of an extent as feasible, please keep rules questions and out-of-game chatter in the discussion forum. I also encourage you to use spoilers for your dice rolls. The second request isn't a hard or fast requirement; it can be rather a pain when using a phone to post. It will simply help to keep the thread prettier. Thank you! Alright, those are my requests, now on with the show!

This is a cross-post for a PFS PbP game. Still looking for two more players, preferably levels 4-5.

Recruiting Link

I was playing around with the idea of the Norse/Germaic deities as high level Aasimar PCs with 25 pt builds and PC class levels, and then trying to emulate the traditional myths as much as possible. I thought I would share.

I have worked on Thor and Freyja so far. I've been giving them class levels to emulate their deific power, and trying to focus on spontaneous casters. and this account have no visibility to each other's private message links. Both of us have messaging enabled, and can see other users private message links.


RoW Combat map

Welcome all!

RoW Combat map

Welcome all!

The Midnight Mirror

A ciphered letter arrives at the Grand Lodge of Absalom, bearing the seal of the Jeggare family. After decyphering it, it is circulated among the agents at the Grand Lodge.


There is a small matter in the country of Nidal that demands the attention of capable Pathfinder agents. The Tiboros family, an influential family in the Nidalese capitol of Nisroch, has written me requesting our aid. They wish to confirm the safety and well being of their daughter Anya, who moved to the small village of Karpad to marry a Baron Stepan Boroi one year ago. Her usual letters to her family have mysteriously stopped over the past month, and naturally they are concerned.

The Tiboroses tread delicate political ground in Nisroch, being somewhat enlightened liberals by that dark country's cruel standards. Thus, they wish to check on Anya's well being discreetly. In return, they are willing to arrange certain favors on behalf of our noble society. In truth, we need all the favors we can get in that shadowy land.

Unfortunately, I have urgent business in Kyonin that demands my attention. Karpad is several hundred miles to the Northeast of Nisroch, on the edge of the Pangolis forest. If half a dozen agents could spare the time to investigate the matter, it would be greatly appreciated.

Count Varian Jeggare"

The instructors at the grand lodge will be happy to teleport any souls brave or foolish enough to adventure in that shadowy land. The tale should make a fine addition to the Pathfinder Chronicles!


Hardy, self-sufficient souls sought for adventure in the lands of Nidal!

There is one spot already taken for this game, as of yet undecided (either oracle, bard, sorcerer or wizard).

I would be seeking four to five more players interested in playing this module, ideally with all the usual bases filled (i.e. combat, skills, arcane, divine).

Ideal posting rate would be once at least once per day. Good role-play encouraged and creative solutions welcome.

I will entertain submissions until 2014-01-04 5:00 AM UTC (or 1/3/2014 10:00 PM EST), or until adequate candidates are found to fill the spots.

This is an atmospheric and open-ended adventure, and I look forward to running it again.

Levels 3-5 PFS characters only, thanks!

Wasteland 2 beta was released yesterday.


I just happened to arrange for a comp day tomorrow off of work.

For those of you Fallout fans hankering for some more post-apocalyptic wackiness, bit with gameplay more in a X-COM: Enemy Unknown style, you should consider pre-ordering this ;) It's a party-based game isometric, not first person.

Realm of the Fellnight Queen is often run as an interlude between "Rivers Run Red" and "The Varnhold Vanishing".

In my game, I also used this scenario as an early introduction to mass combat rules. The antagonists of Fellnight make a very capable army. In fact, capable enough PCs might need some help - so I've included stats for some allies to aid nascent PC armies.

So, here are some stats for others to use, if they wish. Suggestions on modifications/balancing welcome.

Fellnight Army:

Spriggan Rade
XP 1200
CE Large army of Fellnight Spriggans
hp 18; ACR 4
Speed 1 (speed unaffected by woodlands); Morale 0; Consumption 1
DV 16; OM +6, ranged
Tactics expert flankers
Resources ranged weapons
Special low-light vision, mobility advantage (woodlands), plant, poison, sneak attack, spellcasting, thorn dart, thorn walk, thorny grasp, vulnerability to fire
Commander Tenzekil Braybrittle (CN gnome druid 9)
Cha. Mod +0; Prof. (soldier) 0
Leadership 9; Boons none

Special Abilities
Thorn Dart Spriggans gain the ranged weapon ability without paying additional consumption
Thorn Walk Once per day while in a forest of thorny trees, the Spriggan Rade gains the Teleportation ability (note: the Fellnight forests count as thorny trees, but Narlmarches or Verduran forest does not)
Thorny Grasp The thorny bodies of Spriggans negate the Grab special ability.
Vulnerability to Fire An army with a fire based attack (such as a fiery breath weapon, burn, or fire-based spellcasting) does an extra +1d4 damage to the Spriggan Rade on a successful attack

Allied Army:

Riders of the Verduran
XP 800
N Medium army of centaurs
hp 16; ACR 3
Speed 2; Morale 2; Consumption 1
DV 15; OM +3, ranged
Tactics cavalry experts
Resources ranged weapons
Special always treated as if they have the mounts resource, darkvision
Commander Oreius Dawnsprinter (N male centaur fighter 4)
Cha. Mod +1; Prof. (soldier) 4
Leadership 9 Boons defensive tactics

Wood elves from Gnarlmarches/Highgrove Vale
XP 600
N Medium army of elves (ranger 3)
hp 10; ACR 2
Speed 2; Morale 3; Consumption 1
DV 12; OM +2, ranged
Tactics sniper support, withdraw
Resources ranged weapons
Special combat style, favored enemy (monstrous humanoid), favored terrain (forest), low-light vision, track
Commander Lielaera Shantru (NG female elf ranger 7)
Cha. Mod +1; Prof. (soldier) 7
Leadership 8 Boons hit and run, bonus tactic (withdraw)

Fey Court
XP 600
CN Small army of fey
hp 7; ACR 2
Speed 2; Morale 5; Consumption 1
DV 19; OM +4, ranged
Tactics dirty fighters
Resources ranged weapons
Special low-light vision, notable defenses (cold iron), spellcasting
Speed 2; Consumption 1
Commander Maligorn (CN male satyr bard 5)
Cha. Mod +5; Prof. (soldier) 0
Leadership 18 Boons none

Special Abilities
Notable Defenses As per Significant Defenses, but half as effective

So I've ended up with a character at 12th level more then 33 XP - disqualifying him from retirement arcs.

I was either looking to play in or organize a module to bump him to 13th (PbP and/or VTT).

So, are there any other stragglers out there, folks who didn't end up with 33 XP precisely that might be interested in a game to bump them to level 13?

Here are some possibilities:
I can run these:
Academy of Secrets Level (12-14)
Ruby Phoenix (10-12)

I could play these:
Fortress of the Stone Giants (12-14)
Through the Doomsday Door (11-13)

Just a thread to voice ideas for magic item sheet design (yes, we can all make our own, at least as of mid 2013)

  • list body slot items out individually
  • provide more options for consumable limes
  • shrink line size/accomadate more items
  • separate animal companion/familiar tracking sheets for tricks/items.

I have a custom item from a Pathfinder Society sheet and have some questions.

The item is a +1 whip with a sickening effect (DC 15 fort.)

I don't have the exact text right now, but the description was pretty simple. It did not, in particular, specify whether damage was necessary for the effect to go off.

Do we think this weapon more like the Cruel ability, where you merely need to hit for the effect to go off?

Or is it like Spell Storing, where actual damage is required?

I can get the specific text when I get home, if necessary.

Obviously getting damage from a whip is pretty difficult to do.

The Exchange

Dear and Good Uncle Guaril, and to my Cousins and Friends,

I hope this letter finds you in good health. I hear it has been a cold winter in Taldor, and I hope that your businesses have flourished with all those Taldoran dandies fleeing west to the warmth of Absalom.

I remember fondly still that time years ago when my dear Uncle found me in the streets of Magnimar, nothing but a common street urchin. A little money to grease the right wheels and he found me a home in an Abadarian orphanage. A few years later, and he sponsored me again to the Pathfinder Society. And every Market's Door, he would come and give me a little gold do buy a new dress or piece of jewelry. I have always been happy to call Guaril my Uncle, even though we share no blood.

You will all be proud to hear I have successfully served the church three full years, and the Pathfinder Society for a full year. I have saved many of their agents, as well as generous citizens, who would have otherwise fallen. They have been saved using the blessed healing of the Gold-Fisted, as well as the skills I learned from many of you on the streets of Magnimar. I have seen many dangers, and traveled far in the service of the Pathfinder Society.

In these travels I have come to a conclusion: we, the Sczarni, need not live like we do. I know that we find great joy in parting fools and their money: our hands moving faster then their minds in games of chance; lightening their pockets while they sit entranced by our music and dance; finding the failings of others and asking for a "contribution" to forget. But I have seen ways and means that are more subtle yet then those we employ.

Take for instance the Church of the First Vault. For millenia they've found ways to convince the masses to give them money, as an investment in their spiritual well being. Or take the Taldoran lords; by waiving pieces of paper with titles of nobility they convince their serfs to give wealth almost beyond what the poor fools can bear. The lords of Tian-Xia in turn make the Taldoran lords look like paupers.

Are we not better then the Taldans? Are we not as clever as the Priests of Walls and Ditches? I ask you, beloved uncle, if we wish to live on the streets and in shadows, or in palaces and well-appointed homes? How will we invest in our future?

To this end, I propose the formation of The Varisian Enlightenment and Ingenuity League, or The VEIL. I can secure funding from the church to bring promising young Varisians from both the Sczarni and other families. We can fund them to attend the best schools, academies and apprenticeships across all of Absalom. In a generation, our people could go from uncommon thieves to uncommon arcanists and statesmen. Best of all, we can live in luxury and health, skimming the wealth from the people all under with the backing of the law.

I am happy to help oversee the making of the VEIL. My touch of elven blood means I will live half again as long as many of you. I have the resources of the church and I have a very long term outlook.

What do you think, my Uncle and his many, many friends? How does a chance at legitimacy for our children sound? Will you endorse the VEIL?

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I had a chance to catch up on a few season 4 scenarios at Genghis Con.

In particular, I wanted to voice my approval of the 4-9,11, and 13 series. If folks haven't played them, I recommend they do so, in order, with a table of strong role-players and a balanced party.

The series was a wonderful combination of open ended problem solving, puzzles, and thrilling combats tied together by a reasonable strong narrative and central villain. It was the first time in PFS I've used handouts from one module to good affect in another part of the series.

Altogether, I found this particular sub-arc much more coherent then, say, Shades of Ice or Echoes of the Everwar - and this with three separate authors.

Good job!

So here is a fun thought experiment I -

How much magic can one get out of a character who has no classes with caster levels?

Monks are the obvious choice, with the Qinggong monk. You can also have barbarians with spell like abilities, ninjas wielding their ki, and fighters who take the trait Dangerously Curious to get UMD.

So, here is sample character: 15 pts, PC wealth, 2 traits, and brimming with magic (sort of): greater invisibility, dispel magic, shield, detect magic to name a few.

Quinilli, the magical rogue:


CR 10

Female Gnome Rogue 11
TN Small humanoid (gnome)
Init +4; Senses Low-light, Perception +20,


AC 26, touch 17, flat-footed 26 (+1 size, +4 Dex, +2 deflection, +5 *Mithral Shirt +1 (Small), +2 *Ring of Protection +2, +4 shield spell )
hp 71 (11d8)+22
Fort +6, Ref +13, Will +4, +3 Reflex to avoid traps
Defensive Abilities Evasion, Improved Uncanny Dodge, Trap Sense +3, Uncanny Dodge,


Speed 20 ft.
Melee +1 conductive rapier +14/+9 (1d4+1/18-20)
Special Attacks Dispelling Attack, Sneak Attack 6d6,
Innate Spell-Like Abilities: dancing lights ( 1/day) flare ( DC 15, 1/day) prestidigitation ( DC 10, 1/day) produce flame ( 1/day)
Hand of the Mage Spell-Like Abilities: mage hand ( at will)


Str 10, Dex 18, Con 12, Int 20, Wis 8, Cha 16
Base Atk +8; CMB +7; CMD 23
Feats Arcane Talent, Armor Proficiency, Light, Blind-Fight, Eldritch Heritage, Extra Gnome Magic, Improved Eldritch Heritage, Magical Aptitude, Simple Weapon Proficiency, Skill Focus (Knowledge (Nature)), Weapon Finesse
Skills Acrobatics +18, Acrobatics (Jump) +14, Appraise +5, Bluff +20, Craft (Untrained) +5, Diplomacy +6, Disable Device +23, Disguise +6, Escape Artist +18, Fly +6, Heal -1, Intimidate +6, Knowledge (Arcana) +18, Knowledge (Dungeoneering) +19, Knowledge (Nature) +22, Knowledge (Planes) +16, Perception +20, Perception (Notice unusual stonework/Underground) -1, Perception (Trapfinding) +25, Perform (Untrained) +6, Ride +4, Sense Motive -1, Sleight of Hand +18, Spellcraft +20, Stealth +22, Survival -1, Use Magic Device +24,
Languages Common, Draconic, Elven, Giant, Gnome, Sylvan
Special Qualities Academician, Defensive Training, Hatred, Keen Senses, Laughing Touch, Low-Light Vision, Major Magic (Shield), Minor Magic (Touch of Fatigue), Trapfinding, Weapon Familiarity,
Possessions circlet of persuasion; eyes of the eagle; hand of the mage; headband of vast intellect +4 (dungeoneering, planes); ring of protection +2; belt of incredible dexterity +4; cloak of resistance +2; mithral shirt +1 (small); outfit (traveler's/small); boots of speed; wand of faerie fire; wand of protection from evil; wand of true strike; wand of web;


Academician +2 to Knowledge (Arcana)

Arcane Talent You can cast Detect Magic three times per day as a spell-like ability. The caster level is equal to your character level.

Defensive Training (Ex) Gnomes get a +4 dodge bonus to AC against monsters of the giant type.

Dispelling Attack (Ex) Opponents that are dealt sneak attack damage by you are affected by a targeted Dispel Magic, targeting the lowest-level spell effect active on the target. The caster level for this ability is 11.

Evasion (Ex) You can avoid damage from many area-effect attacks. If you make a successful Reflex saving throw against an attack that normally deals half damage on a successful save, you instead take no damage. Evasion can only be used if you are wearing light armor or no armor. If you are helpless, you do not gain the benefit of evasion.

Extra Gnome Magic You gain an additional three uses per day of your gnome spell-like abilities

Fey Bloodline

Fleeting Glance (Sp) you can turn invisible for a number of rounds per day equal to your sorcerer level (9). This ability functions as greater invisibility. These rounds need not be consecutive.

Hatred (Ex) Gnomes receive a +1 bonus on attack rolls against humanoid creatures of the reptilian and goblinoid subtypes due to special training against these hated foes.

Improved Uncanny Dodge (Ex) You can no longer be flanked. This defense denies a rogue the ability to sneak attack you by flanking you, unless the attacker is a rogue of at least level 15.

Keen Senses (Ex) Gnomes receive a +2 bonus on Perception skill checks.

Laughing Touch (Su) You can cause a creature to burst out laughing for 1 round as a melee touch attack. A laughing creature can only take a move action and can defend itself normally. Once a creature has been affected by laughing touch, it is immune to its effects for 1 day. You can use this ability 8 times a day. This is a mind-affecting effect.

Low-Light Vision (Ex)

Magical Talent (Read Magic) You may cast Read Magic once per day as a spell-like ability. This spell-like ability is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

Major Magic (Shield) (Sp) You can cast Shield two times a day as a spell-like ability. The caster level for this ability is 11.

Minor Magic (Touch of Fatigue) (Sp) You can cast Touch of Fatigue three times a day as a spell-like ability. The caster level for this ability is 11. The save DC for this spell is 15.

Pyromaniac Gnomes with this racial trait are treated as one level higher when casting spells with the fire descriptor, using granted powers of the Fire domain, using the bloodline powers of the fire elemental bloodline or the revelations of the oracle's flame mystery, and when determining the damage of alchemist bombs that deal fire damage (this ability does not give gnomes early access to level-based powers, only affecting the powers they could use without this ability). Gnomes with Charisma of 11 or higher also gain the following spell-like abilities: 1/day - dancing lights, flare, prestidigitation, produce flame. The caster level for these effects is equal to the gnome's level; the DCs are Charisma-based. This racial trait replaces the gnome magic and illusion resistance racial traits.

Sneak Attack (Ex) If you can catch an opponent when he is unable to defend himself effectively from your attack, you can strike a vital spot for extra damage. Your attack deals 6d6 points of extra damage anytime your target would be denied a Dexterity bonus to AC, or when you flank your target. Should you 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. With a weapon that deals nonlethal damage, you can make a sneak attack that deals nonlethal damage instead of lethal damage. You cannot use a weapon that deals lethal damage to deal nonlethal damage in a sneak attack, not even with the usual -4 penalty. You must be able to see the target well enough to pick out a vital spot and must be able to reach such a spot. You cannot sneak attack while striking a creature with concealment.

Trapfinding (Ex) You add +5 to Perception skill checks made to locate traps and to Disable Device skill checks. You can use the Disable Device skill to disarm magical traps.

Trap Sense (Ex) You gain a +3 bonus on Reflex saves made to avoid traps, and a +3 dodge bonus to AC against attacks made by traps.

Uncanny Dodge (Ex) You can react to danger before your senses would normally allow you to do so. You cannot be caught flat-footed, nor do you lose your Dexterity bonus to AC if the attacker is invisible. You still lose your Dexterity bonus to AC if immobilized. You can still lose your Dexterity bonus to AC if an opponent successfully uses the feint action against you.

Weapon Familiarity (Ex) Gnomes treat any weapon with the word "gnome" in its name as a martial weapon.

Winter's Soul You may cast Ray of Frost once per day as a spell-like ability. This is cast at your highest caster level gained; if you have no caster level, it functions at CL 1st.

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As I find a bit of disconnect between the storylines of module 1 thru 6, I am attempting to drop little hints to build up to the final module.

Major GM only spoilers ahead:

1. The various intelligent opponents for each module have the favor of the nymph - so I've given them an actual, mechanical benefit. Each has (in turn) the inspiration bonus of the nymph. They each have a lock of her hair, that withers to dead plant matter after they defeat that particular threat. Some of course aren't appropriate - the owlbear (or, in my game, fey template dire bear), or the lich. Currently my plan is to have this for Irovetti, the Stag Lord, Hargulka, and the dead Eirikk.

2. The Voice of the Queen

I plan on having a higher level dreamweaver changeling witch, a grand daughter of the Knurly Witch and taught by the Nightmare Rook. She will will deliver a dream-scape warning unto the party. She will fly in, debuff them a bit, drop a symbol of sleep, and proceed to mess with their dreams. In their dreams, she will appear as loved or lost ones, alluding to their trespassing and dropping subtle threats to leave without actually invoking Nyrissa's name. She will however ask "Have you seen it?" - when asked what, she will reply with the Riddle. See below. In the end, a charm of pixies will fly in, dispel the sleep and drive off the witch before she can murder them all in their sleep. (What does one call a group of pixies? I like a Charm... also used for finches).

3. The Riddle

Here is the current version of the riddle

Have you seen it?

Woven of life,
a touch doth prick
And it bars the way,
a beautiful trick

In the spring,
a sweet perfumed smell
In the winter,
now defenses tell

Dark winter now,
but the dark winter lies
Come soon the bloom,
harvest made the Lady's prize

(For people playing in my game at Fort Fritz... go away!)

Alternative BBEG for rivers run red:

RRR spoiler alert!:
I haven't gotten to climatic owlbear fight for the book yet in my campaign, but looking at the creature I'm a bit underwhelmed. Being the mean GM that I am, I've made a proper alternative starting with a dire bear and applying the Fey Animal template from Land of the Linnorm Kings.

Same gear, same size, same feats, but smart, better armored (from the templates dex and natural armor), magical abilities (including flight), and spell resistent. Most importantly, intelligent, which will vastly increase his lethality. Hits less often, but for more damage.

The best part: same CR!

In the case of the Fey Dire Bear (needs a name, doesn't he/she?), the increased intelligence can be used for hit and run tactics, singling out dangerous opponents (the evoker, in my group), etc.

My hands are rubbing with glee...

Anyways, here is the link:

I love my Friendly Local Gaming Store; I like supporting a local place to play, hang out, and browse items.

But I also love electronic documents - I don't like carrying around physical books.

How do I achieve harmony?

Well, here is one thought:

Have a button at the end of the online purchasing process:

"Would you like to add 10% to your order as a donation to your local friendly gaming store?"

Have a database of (validated) game stores to choose from... perhaps you can preferentially choose one. Check the box at the end your order, send off the cash, and voila! The two desires are simultaneous satisfied.

Opinions? Variations?

I was wondering if anybody on these boards have experience with cluster headaches?

I have a nasty head injury from 9 years ago and only recently have come in to awareness of this particular maladay, which falls in line well with my symptoms. I learned about it on reddit, no less - such a font of medical knowledge??

It's hard to appreciate the 9 kinds of heck one goes through with a head injury. I guess I'm looking for input/advice from people who deal with cluster headaches, or head injuries in general. Perhaps I should keep a pain diary - these cluster headaches are sometimes synched closely to circadian sleep cycles. Has anyone tried sumatriptan or octreotide? (lets just skip and discussion regarding ergots - that's more reddit territory anyways).


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Stat-block template may be found here

Name CR Level
Race Class Level/Class Level
Alignment Size type(subtype)
Init ; Senses special-senses, magical sense; Perception +;

AC , touch , flat-footed (+ armor, + deflection, + Dex, + monk, + natural, + shield, + Wis)
hp 0 (0d0 + 0)
Fort +, Ref +, Will +; special-save bonuses
Defensive Abilities; DR ; Immune; Resist ; SR

Speed 0 ft.
Melee weapon +to-hit/to-hit-5 (damage/crit-range plus 0d0 type-of-damage) or weapon +to-hit/to-hit-5 (damage/crit-range plus 0d0 type-of-damage)
Ranged weapon +to-hit/to-hit-5 (damage/crit-range plus 0d0 type-of-damage)
Space 5 ft.; Reach 5 ft. (10 ft. with some weapon)
Special Attacks attack (DC )
Spell-Like Abilities (CL ; concentration +)
Cleric Spells Prepared (CL ; concentration +)
1st-spell(DC ), spell
0 (at will)-spell(DC ), spell
D domain spell; Domains
Wizard Spells Prepared (CL ; concentration +)
1st-spell(DC ), spell
0 (at will)-spell(DC ), spell
Prohibited Schools ,
Sorcerer Spells Known (CL ; conenctration +)
1st (0/day)-spell(DC ), spell
0 (at will)-spell(DC ), spell

Str , Dex , Con , Int , Wis , Cha
Base Atk +; CMB + (+ to ); CMD ( vs. )
Feats (feats)
Skills (skill) +, (skill) +
Languages Common
Combat Gear + sample magic gear, non-magic gear; Other Gear + sample magic gear, non-magic gear, 0 gp

Ability Name (Ex, Sp or Su)

Followed by a long block of character description and backstory

PFS Adventure Log:

Gold Earned
Day Job
Access item
Misc. Expenses
Play Notes
Journal Entry

I have been undertaking an experiment at the local gamer collective to add additional RP dimensions to PFS by promoting table wide role-play choices

We have a weekly game of one table at my FLGS, with perhaps 2 times that many people as a regular player base. I do not organize this event, but I contribute as a GM.

My goal of late is promote a party based around a "thematic" element, beyond the faction missions. For example, some ideas that have been forwarded by myself:

- similar powers (all arcane party, all inquisitor party, etc.)
- similar backstories (all ex-slaves, a Varisian traveling troop, a shoanti tribe)

I have a vision of running similarly/appropriately themed adventures or modules for the group, once assembled. For instance, it seems that year 4 seems to largely take place in Varisia and environs, so running an all Varisian or Shoanti party through those adventures would be appropriate.

However, in this endeavor, I have encountered numerous issues:

  • Small player base - not much to be done about this
  • Small selection of thematically coherent adventures - I don't have nearly the selection of PFS adventures to make a good, coherent storyline to reward a starting 1st level group - perhaps I could tie in Crypt of the Everflame with 4-1: Rise of the Goblin guild - then what? How do I maintain story-arc consistency and get them to tier 3-7 without resorting to a hodge-podge of Season 0-3 (which most have already played). Other thematically consistent adventures are spread across a wide range of levels.
  • Apathy from players; players like to test their character concepts/builds, but on the whole have little tying those characters to the world. This includes factions, which usually seem like a thin plot element.
  • No reward mechanism for filling traditional party roles; there is no coordination between players regarding what role they are filling. One night, there can be all sorcerers and bards at a table, the next all barbarians and fighters.

After game conversations regarding this topic have gone... poorly. Generally the feedback that I have gotten is:

  • "You sound like you want to run a home game. You should just run an AP" (which I am already)
  • "Yeah... you should really try this remake of the old 2nd edition system. It's so cool, and I just bought all the supplements"
  • "Well, I would do something like that, except nobody else would show up with their characters regularly... and well it just wouldn't be fun"

This second point disturbs me greatly, as I expect people who show up for the game to be invested in the game. Rather, I just get a sense of apathy; they are there to roll dice, not to tell a story.

As to the first objection: why shouldn't the same principles of teamwork and consistent thematic background not apply to official play? My pest OP experiences have been with a party with well defined roles.

So perhaps I'm going too much against the inertia of the campaign and players. I will persevere; I am writing up a short document that surveys thematically appropriate game choices for a Varisian troop and I will continue to try to sell the idea to my fellow gamers, offering my services as a GM in trade, but it feels like an uphill battle.

Input, critique and suggestions welcome.

1 person marked this as FAQ candidate.

Should the lore warden have Acrobatics as a class skill?

Consider their 11th level ability:

Field Guide wrote:

"Hair’s Breadth (Ex): At 11th level, a lore warden can

attempt an Acrobatics check as an immediate action to
negate a confirmation role for a critical hit. ..."

Why have a class ability based off a non-class skill?

Acrobatics is a non-trivial skill to get without a level dip into rogue or duellist, which seems (to me) to be at cross-purposes to the archetype. It's not even readily available through a trait.

So, I finally have a chance to prep this and I have a few issues with monster stat blocks (although I haven't quite gotten through reading the whole thing yet).


1. Why can't you reason with the Orcs? Sure they start as hostile but they are also scared and hungry. It seems if someone has high diplomacy they should be rewarded, even if it is DC 23 (DC 33 rushed, a reachable number).

2. Raging undead... which are still immune to mind effects.
As far as I can figure out from logic and reading on boards, RAW would dictate that you might be able to rage, but you would get no benefit from any morale effect (strength, con, and superstition bonus). You could still get bonuses from non-morale rage powers. RAI would say no raging at all for undead.

3. Why do the skeletal champions get 1.5 strength on two claw attacks? Primary weapons are at strength modifier.

Go go red pen of editing!

Help my master is a...

Human Cavalier 1/Oracle of Nature 1/Druid 1/Ranger 4... who is thinking of abandoning Druid to become a paladin. What am I? What are we? What will I be?

And he's thinking of trading me in for a "Boon Companion"

What will she/they be?

I'm thinking of getting a new job with a gnome or halfling. Then what will I/we be?


You Favorite Furry/Scaly Friend,


(P.S. lots of cuddles, sniffs and licks!)

I find that this book adds a wonderful array of options to a PFS character. I particularly like the Grenadier, Seeker and especially Lore Warden - light fighters live again!

Some factions definitely seem to have better faction rewards then others - free feats, discounts to purchasing, cheap raise deads, etc. Cheliax, as a personal gripe, seems unrewarding for those of the non-hellknight persuasion.


Dueling and Agile melee weapon enhancements - light fighters rejoice again!

Runestones are a very nice item for spontaneous casters - although the remind me of a certain 3.5 item.

Given the DC's of magical traps, Aram's trap ward seems like a dubious use for a 4th level spell, being based on caster level.

Bite the Hand, on the other hands, seems like an overpowered "&*!# you" against summoner type, and Lipstitch against casters in general (both relatively low level)

Stalwart Resolve: Scrolls/Potions of Stalwart Resolve seem like a must for higher levels.

Highly amusing. I can see a spike in demand in the Herald and Porter market of Golarion. Adjudicating roleplaying with followers might be difficult (do you drag your herald to Irrisien? Your hunter to the Mwangi Expanses?)

So many good options - but many, many rogues will be happy about the Thieve's Guild - Sleight of Hand as a day job.


A few questions regarding awards:

Master of Trade
Fence Contact
Mercantile Store

Do these apply to ANY item, or strictly non-magical ones?

And for spells
Would this be applicable to intelligent creatures only, or could one use an animal of the appropriate gender?

Vanity: Ship - I am unimpressed by the ability to use Profession (Sailor) as a day job - you can do this already. This should be cheaper, or give another tangible benefit.

Could the following link be added to the Pathfinder Society Page (

This would enable easy navigation to these important resources for new players who aren't familiar with the above URL.


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