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![]() I'm drawn to the indefinite article here:
Quote: You can cast any spell in your spell repertoire by using a spell slot of an appropriate spell level. If the intent was to use only spells of the exactly level, the sentence should have said "the appropriate spell level". The fact that it says "an" leads me to believe that there is more than one appropriate level for a given spell, ie the spells actual level or higher. ![]()
![]() The Wolf Jaw attack that come with the Wolf Stance gains the Trip trait when you are flanking your enemy. However, the text of the trip trait doesn't seem to give any benefits: Quote: You can use this weapon to Trip with the Athletics skill even if you don’t have a free hand. This uses the weapon’s reach (if different from your own) and adds the weapon’s item bonus to attack rolls as an item bonus to the Athletics check. If you critically fail a check to Trip using the weapon, you can drop the weapon to take the effects of a failure instead of a critical failure. A Wolf Jaw attack is an unarmed attack, so you have a free hand. It won't have an Item bonus, and you can't drop it to avoid the critical failure. I'm not seeing any benefit from the Trip trait. Am I missing something? ![]()
![]() Here is the PFS Guide in HTML form. It's in need of some editing, but functional to get us started. In addition, d20PFSRD has a preliminary SRD, which again needs some cleanup, but is a good reference. Not sure about character sheets. I am working on modifying the spreadsheet I built for playtest to account for the changes and the additions for PFS. Once I'm satisfied it has what it needs and doesn't have any major mistakes, I can share it. ![]()
![]() Let me tell you the story of my 2e package, which is finally in my hands, as told by the tracking data on the UPS site. On Monday, Paizo delivered it, along with many, many others, to a UPS driver at their warehouse in Redmond. Joy! It is on its way! It made its way 43 miles south to Fife, where it was offloaded at a UPS facility, sorted and prepared for delivery. At noon on Tuesday, the USPS accepted my package at its Federal Way facility, 8 miles to the north. The USPS looked at the zip code, and placed it in a truck to be delivered ... to Redmond, 35 miles to the north, where it arrived at 4am on Wednesday. (I will interject at this point to mention that the Redmond main post office is located LITERALLY across the street from Paizo. My package has basically returned home.) Later that morning, my package was given to a mail carrier, who left at 8am. At 11am, only 3 hours later, that letter carrier had arrived 2.2 miles away ... at my old address. Receiving the "Your package has arrived" notice, yet not having my package, I surmised the issue, remembering that I had preordered the books before I moved. Oops. Fortunately, the new tenant of my old apartment handed the package to the manager, so that when I called, they were able to say "Yes, it's right here, come get it." So today, Thursday, at lunch I picked up my package. It has travelled for three days across more than 80 miles to reach me less than 3 miles from where it began. And now, the Great Reading begins! :-) ![]()
![]() caps wrote: What was the point of creating playtest characters? There was a playtest window where Paizo was soliciting feedback, and we created characters for that. Those characters are no longer needed (or even valid), and we will be creating new new 2nd edition characters once the books are released. ![]()
![]() Spiderbeard, a quick question about animal companions. The players' guide says that we are separated from our class-feature NPCs for "the first adventure". For planning purposes, does that mean just the first section of book one, or all of book one? I wondering whether I should plan to be without my mount just for level 1, or for several levels. (And if answering that gives too much away, that's fine, and I'll make contingency plans. :-) ) ![]()
![]() I'm also a big fan of Sharp's. If you sit in the bar, be careful of getting sucked in to the "wheel of fortune": every 30 minutes they spin the wheel and offer whatever drink special is selected. More than once I've been about ready to go, but it was 5 minutes to "Wheel time", so I waiting to see what would be next ... ;-) ![]()
![]() For PFS tables, you start at level with 1st level characters built according to the campaign rules (found in the Roleplaying Guild Guide), and level up according to those rules (short version: every 4 hour session earns you 1xp, and you level up at multiples of 3xp). The general level cap in PFS is 11, so if you're starting with new characters, you won't be bumping into that. :) For non-PFS tables, most will be providing characters, but some advise on how to build one for that specific game. Click on the "show event details" link on any session to get that sort of additional information. ![]()
![]() GM Hmm wrote:
Dangit, Hilary, now I have to go watch Guys & Dolls again! ;-) ![]()
![]() A well-dressed and well-groomed halfling man astride a huge wolf rides up and greets you. "Welcome, Pathfinders! It is so good to see the newer generations of members in the society coming to these events!" He jumps down and offers everyone a firm handshake. "As I'm sure you already know, I am The Great R-r-r-r-r-r-rinaldo!" He trills the R and holds it out as if making an announcement to a huge audience. "Host of the Flying Flutterfoot Family Circus, and, along with my cousin, Venture-Captain of the Flutterfoot Family Travelling Pathfinder Lodge!" He finishs with a grandiose bow. "Venture-Captain Jorsal has asked the other Venture-Captains and leaders in the society to find groups of newer Pathfinders and get them to meet each other before he makes his big announcement. Always good to know people from other parts of the world who share in our goals, you know!" "So, please, introduce yourselves and tell us a little about where you are from and what your specialty is!" He leans in and lowers his voice slightly and adds, "And if you have any knowledge of what Jorsal may have in store for us, I'd love to hear it!!" -----------
Knowledge (History)
15+:
The Worldwound is an unnatural blight on the world. Believed to be a rift into the Abyss, this gateway from Golarion opened shortly after the death of Aroden. 20+:
The nation of Mendev came to prominence during the First Mendevian Crusade in 4622 AR. This crusade was built up from the weakened church of Aroden and followers of the goddess Iomedae. Since that time, the nation is now on its forth crusade against the demonic threat. 25+:
A series of specialized artifacts keeps the demons of the Worldwound at bay. Known as wardstones, these artifacts are layered in runes that ward away demons. Powered by regular acts of faith, wardstones dot the border between Mendev and the Worldwound, keeping the demons from crossing in great numbers. 30+:
Wardstones prevent any form of teleportation magic from working across their borders, be it3demonic or any other type of teleportation. Despite this incredible ability, the wardstones do not hinder such magic from working within the confined areas. Knowledge (Local or Nobility)
15+:
The Pathfinder Society maintains a working relationship with the crusaders of Mendev. An extensive treaty exists between the nation and the society, giving the society the right to operate in the region, but requiring them to stand in defense of Mendevian cities and participate in crusades. 20+:
Society activities in Nerosyan operate out of the Starrise Spire, which is led by Venture-Captain Jorsal of Lauterbury. Jorsal is a religious fighter, believed to have made no less than 50 missions into the Worldwound in search of demonic artifacts for the society. 25+:
While official society operations are controlled by Jorsal, there is a second venture-captain that acts inside of Nerosyan - a no-nonsense dwarf by the name of Thurl. Covered in tattoos and piercings, Thurl operates under cover as a mercenary company, and handles far less noble missions for the society than those of his venture-captain counterpart. 30+:
There have been rumors among Pathfinders that Venture-Captain Thurl has not been entirely honest in his dealings with the Decemvirate. A group of Pathfinders finishing a mission in Numeria had been sent to check in on the dwarf and his agents, but have not been heard from in months. Knowledge (Planes or Religion)
10+:
The Worldwound is infested with demons. Evil and destructive creatures, demons are natives to the Abyss, though they can be summoned by means of magic. Many of the demons within the Worldwound emerged from the believed rift at the center of the region. 20+:
The demonic hosts are kept somewhat in line by powerful overlords known as demon lords. The exact number of demon lords is unknown, but many such creatures are revered on Golarion. Each demon lord has a portfolio, similar to that of a deity, while lacking many of the powers a true god possesses. Knowledge (Engineering or Geography)
10+:
Nerosyan is divided into several districts, though the local crusaders often group smaller districts together. The four amalgamated districts include the Egelsee District to the southeast, Confluence District to the southwest, Woundward District to the northwest, and Battle District to the northeast. 15+:
Considered the heart of Nerosyan, the Cruciform Cathedral is the center of Iomedae worship in the city. Acting as a tactical command center, the cathedral allows crusaders to quickly move about the city, by means of the interior walls that section off the city. 20+: Making this check reveals all the information relating to the towers (Battle, Confluence, Egelsee, and Woundward) presented in the Nerosyan Gazetteer (see attached Gazettee). ![]()
![]() Terevalis Unctio of House Mysti wrote:
Yes, it is. ![]()
![]() You make your way up the ramp to the next level. After what seems like DAYS AND DAYS! Much of this level is a room that wraps around the tower. At this room’s northernmost end, a ramp descends to the lower level, and another ramp on the south wall ascends to the floor above. Against a wall to the southwest is a table suitable for quiet study. The western side of this area sports half a dozen bookshelves covered in the dust of deteriorating paper and leather. Opposite the shelves is a small stone plinth holding a clockwork bust of a nondescript woman. A large table surrounded by a few stools occupies the eastern side of this room. Please place yourselves in the yellow box on the ramp up in the order you are ascending. ![]()
![]() I just want to clarify what John posted for character creation. Can items from the "treasure" section be purchased? I ask because some things we are accustomed to being standard starting gear (like holy water and alchemist's fire) are in that section. I would have just assumed that any common item of my level or lower is available, but then the 5th and 10th level rules give you six items of specified levels for free. If I can buy items, then there would be no need to list items of specific levels; just give us extra gold and be on our way. OTOH, if "treasure" items aren't available, what would I spend my 50gp/350gp on? There isn't *that* much equipment available. Similarly, are armor and weapon special materials and runes available? If so, at what level? I'm clearly missing something. Help! ![]()
![]() kuey wrote: My very first PFS character is now at 11.2. Ah! Just short of one more scenario. If I manage to level him up before you start, I would love to play. Thus, have put him in the alt though, in case there are others who are ready. So far I have two other players, plus another interested in using a replay if we need to fill out the table. It may take a little while to get this going, so see about playing that last scenario. ;-) For anyone else interested: I am accepting signups for Eyes of the Ten. This is probably a 9-10 month commitment between length of the scenario, roleplaying opportunities, and expected breaks for Real Life (tm) interruptions. If you are interested, sign up here. ![]()
![]() Variel uses his still-supernatural speed to dart around the room, coming up behind the Drow. He cracks his whip hoping to distract the enemy.
Lusk and Mutt get +4 instead of +2 flanking bonus when flanking with Variel. Invisibility purge is still up, so when Variel moves in, anything invisible should be revealed. Time/Uses remaining: Bane: 4/8 uses Judgment: 1/3 uses Invisibility Purge: 3/8 minutes Expeditious Retreat: 3/8 minutes Coordinated Effort - Outflank (Mutt, Lusk): 3/8 minutes Antitoxin: 57/60 minutes Heightened Awareness: 75/80 minutes Discovery Torch: 85/90 minutes ![]()
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![]() Philip, I recommend taking some time to go through all of your chronicle sheets and either enter them into a spreadsheet, or use the handy PFS Tracker to track your plays. Once that is done, it becomes pretty easy to figure out what you have available when games are forming. ![]()
![]() Still doing my first read through before running this next week, and I am concerned that part of the party's gold comes from looting the shrine's office. I wonder if Justin or John might chime in on that particular choice. Given that the theme of this adventure is being Good People and fighting Bad Things, I would expect a lot of parties *not* to take stuff from the shrine. I'm sure I'll have more questions and comments when I'm done, but that really struck me as I was reading. ![]()
![]() Murder on the Silken Caravan is ready for muster! Two out of five found it on their own, the rest of you come on by! EvilMinion
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